Not so - Shard is specifically intended to play 5e and nothing else - and is hampered by only being able to use the SRD. If Wizards bought them, they'd have a VTT tailor made for their game.
I would also have voted for 50/50 if that were possible on the poll.
The fact is, I love the idea of D&D combat. And I have always been disappointed by it. In 1e AD&D we quit playing halfway through the module The Gauntlet because there was this fort full of medium-level humanoids (5 to 7 HD)...
I would also have voted for 50/50 if that were possible on the poll.
The fact is, I love the idea of D&D combat. And I have always been disappointed by it. In 1e AD&D we quit playing halfway through the module The Gauntlet because there was this fort full of medium-level humanoids (5 to 7 HD)...
The Drider supplement is a stretch goal of the Survivalists Guide To Spelunking (an updated Dungeoneers Survival Guide for 5e). It's not available to the entire community yet but I'm sure it will be released at some point. You can join AAW Games Discord channel or Facebook group and ask about it...
A few thoughts more: the book could easily have been 100 pages longer, because many of the locations which now get two to four pages in the gazetteer section could easily be expanded to eight to even sixteen pages in some cases, just because there's so much potential for great material there...
I'm literally in the middle of this campaign.
Things you need to know:
The first seven or eight levels of play have a very clearly structured storyline. It's not a railroad because there are several paths offered to reach the objectives, and how your party achieves them is also completely up to...
I would make it much shorter and easier to read. Get away from the textbook feel, reduce some aspects (only the Tolkien fantasy races in the basic PHB) and really watch over clarity in the rule explanations. 128 pages would be the goal. If it’s more than that the extra pages should all be art...
And X1 has also gotten the update treatment from Goodman Games so there's a ton of new material for that - and it fits in with Saltmarsh, the Sags can easily be under the sway of the new evil race trapped on the island.
If you gestalt in a duet campaign, there is nothing wrong with combining spell slots from two classes. You just have more options & more casting power but action economy etc. stay the same and since there is no other PC there are no balancing or unfairness issues.
The Star Wars D6 game's Imperial Source Book is excellent for this, though of course it was pre-prequels and sequels so some stuff might no longer fit in the current continuity. But as an inside look into an intergalactic fascist military machine, it's hard to beat.
My problems with D&D 5e:
1) combat is BORING. And yet in so many ways the core of the game. Every fight I've been in up til now starts with the opponents doing major damage to the party (helped by a GM who cannot stop rolling criticals for the life of him :)), and then halfway through the...
They really should totally rewrite both adventures. The biggest problem with the adventure path is that you never, ever get to feel that the Cult is attackign the Realms in full force. The first book is a long chase after an underwhelming treasure. The second book... Well, all the major power...