I've had a lot of fun reading campaign logs/session recaps over the years, and I figured it'd be fun for me to share my own. I've just started Out of The Abyss with a gang of friends, and I'll endeavor to keep updating this for the entertainment of all and sundry (okay, me and maybe one bored...
Aw, shucks. I thought Storm King's Thunder would be one of those D&D products that everybody loved and no-one got a hair up their a$$ about!
;)
I haven't played it yet, but it's on my list. If it isn't the most cohesive adventure, I'm sure it's good enough to cannibalize.
Encumbrance, definitely. Every now and again I'll let the characters know whether they can carry all this treasure/goods/whatever or whether they need porters or a cart, but that's about it.
I always forget inspiration, even though I like it.
I agree on this point here. I can't understand why someone would rely on CON to tough out a blast of fire or acid, rather than relying on their reflexes to avoid it (DEX). Seems poorly thought out.
Three young apprentice mages are drinking cheap lager and working over a scroll. They bicker over the pronunciation of the arcane words, constantly correct each others calligraphy, and slosh booze everywhere. At some point, the mages accidentally cast whatever spell it is they're trying to copy...
I've house-ruled Grappler so that, in addition to advantage on all Grappling related checks, Grapplers can
1) do 1d4+str dmg on a 'shove' (reskinned as a throw/slam/hard takedown, etc.)
2) Attempt to strangle an enemy. Grapplers must first roll to immobilize (restrain) the enemy, then pass...
I played a Battlemaster Fighter through the entirety of the HotDQ/RoT campaign, and I definitely used Riposte and Rally the most. The ability to smash a guy, yell at the Rogue to stop bleeding like an idiot, and smash a guy again was pretty fun. Riposte is just sensible, more attacks.
I...
I'd go the same way on this. I like the fact that magic users can be crippled if silenced or bound, and that the loss of a spell focus or component pouch can make them the magic equivalent of a Champion Fighter with a shiv, so I keep them in the game. I only really get into the component debate...
It's easy enough to house-rule, in any number of ways. Variant rest and recovery, increasing CR for encounters, changing or eliminating saving throws, ruling death at 0hp.
If you're players want 5e to be more deadly, make it so.
I add a level of exhaustion and, depending on the 'grittiness' of the game, will make a PC roll on the lingering injury table.
For a resurrection, I'd definitely make the player roll on the madness table. Probably take away either a level and/or a point from an ability score as well. Death and...
Throw all your players for a loop and make it so that you roll DEX to hit (to see if you're accurate enough to hit what you're aiming at) and you roll STR to damage (to see if you can put enough force in to make it count). In my opinion, that makes the most sense, and should be how the game is...
Just chiming in to give another big plus to the Trilemma adventures. I keep a battery of them on hand in my DM binder as ready to go one-shots. They're all interesting scenarios, and they're pretty enough to frame!
Keep up the good work, Fuseboy!
Couldn't agree more. More short, tight and versatile modules would be great. If it isn't financially feasible to release something the size of LMOP by itself, how about a compendium holding 4-5 adventures that size?
I have a group that I game with regularly, but one of them, one of my best friends, is as much of a D&D fanatic as I am and down to play whenever. So, there are times when he'll be over for a drink and I'll haul out a One Page dungeon and run a short game. On those occasions I usually let the...