Its of course anecdotal...I've had two different groups that self-initiated mapping...one tried drawing accurately with mixed success, the other just drew line connecting areas of interest.
Small complex few rooms? Draw it out on the grid map as they go. Logic: Good visuals, no need for character mapping it was so small, good for placing minis.
Lare area many rooms? Theater of mind for hallways or simply laid out encounters, draw on map for larger more complex areas or set...
Depends on the setting.
The majority of humanoids in my setting (to include humans, dwarves, elves, etc) all originated with one race that the Ancients modified their DNA to be their servants.
Thats why there can be so many "half-" species.
Of course, nobody (especially the elves) would...
I feel there is a balance between the two extremes.
Use 90% Phandelver/FR as is, plop a "its always been there*" a dragonborn enclave for your player's character a days journey from Phandelver. Profit.
Now if you feel that the/ or find that you are modding TOO much for your tastes, then yes...
Agreed.
BL: High level adventures need/should be tailored to the high level group and campaign. Wizards cant do that for you.
But they could offer guidelines.
A rhetorical question so I can understand your view...
A high level necromancer would lose Animate Dead and replace it with something more powerful? What if they wanted to merely animate skeletons?
Thanks.
We tried solving the "low damage" crit roll by having a rider on crits, like a wound system, so you always got some special effect.
But I dont remember the details, and dont have the time to look through a filing cabinet of actual typed notes. :LOL:
Vol 5.
BLUF: Difference between needed to hit and roll is % chance to crit/fumble.
I also remember another system where you only checked % if you rolled a 20 or a 1, i.e. a confirmation roll. we didn't like that system because it sucked to roll a nat 20 and then not confirm it.
So we used...