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    D&D 5E Suggestion: Broken?

    Billy Connolly: You see I've never found the English equivalent for f..k off. And it isn't 'go away'. Cause go away kind of dissipates doesn't it? Go awayyyyyy. Go awayyyyyy, shooooo. Shooooo. It's not conscious like F#@K OFF! It always works you know. And you never read, f@#k off he hinted. I...
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    D&D 5E Suggestion: Broken?

    I'm all in favour of player creativity ending encounters early, good play within the limits of the rules are to be applauded and I am stoked when my pcs outsmart me as the DM or doing something out of left field for me to deal with. My job is to to set up an encounter or situation, not pre...
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    D&D General Boredom in "Zero to Hero" Campaigns

    Just thought of another example of combining arcs. Lost mines of Phandelver followed by several months downtime (you know that stuff baked into the rules already). after the pcs ahve bene kicking their heels for a while a new threat emerges on the borders of Phandalin an army of humanoids...
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    D&D General Boredom in "Zero to Hero" Campaigns

    I prefer more time per level so award a set amount of xp per week and typicially means that players spend about 6-8 weeks per level (though 3-4 weeks at levels 1-3). I'm playing in a game with a group of newbies, the DM is good but is racing through the levels and most of the players haven't a...
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    D&D 5E Rejecting the Premise in a Module

    There is something about the classics that I really enjoy even now, maybe its the deadliness and player ingenuity/skill is supposed to matter not just character stats. I'm thoroughly enjoying running it and the players are enjoying it and getting more and more cautious as they go and are...
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    D&D 5E Rejecting the Premise in a Module

    @ Lanefan. The blue arrows indicate the choices they've made so far in my flow diagram but the storyboard developed organically over time (I noted it down a while ago simply to see how the campaign had developed for my own personal interest). I had a vague idea of what next as they neared the...
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    D&D 5E Rejecting the Premise in a Module

    Saltmarsh is bascially just an anthology of martitime themed adventures anyway so not sure how you can not go off path with it but it is easy to add more options to it! Here is my current "Saltmarsh" campaign. I started out with U1 then an idea of where I wanted the campaign to go..kind of. To...
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    D&D 5E Rejecting the Premise in a Module

    No we actually had a lot of fun, and managed to go in all kinds of unexpected diretctions and stuffed up majorly quite a few times. I'd like to go back to it but the DM has been unwell and not in a positon to run (or play) for over a year now and he is the best new DM I've seen in 35+ years of...
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    D&D 5E Rejecting the Premise in a Module

    Couldn't agree more. Too many adventure paths (both Pathfinder and 5e) are full of filler designed to do nothing but waste your time. I was playing in a curse of Stradh game a while back, a prime example of how not to run an adventure path IMO- BBEG is in castle on top of hill only way out of...
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    D&D 5E Rejecting the Premise in a Module

    Excellent, so they'll learn that actions have consequences and that will build up the sense of versmillitude and depth to the world.
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    D&D 5E Rejecting the Premise in a Module

    I would call that players interacting with the environment. Maybe not what you'd planned but I 'd roll with it and depending how well they planned it and disposed of the evidence would determine the consequences of their actions. Adventures (and story) happen when the characters interact with...
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    Worlds of Design: Making Megadungeons Make Sense

    Never did design a megadungeon. I think my only attempt was a 2-3 level affairs heavily influenced by the caves of chaos with a community of dwarves defending their hard one territory from the various other humanoid communities. However my own dungeons were always heavily influenced by 2-3...
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    D&D 5E Rejecting the Premise in a Module

    I had this great campaign sorted based round Ghosts of Saltmarsh and a number of old Dungeon mag adventures and old modules maybe link it to the Slavers series, it was going to be awesome! Lots of nautical adventures and a big sahaugin conspiracy (linking the 2e evil tide series). All was going...
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    D&D 5E Exhausted, no ressources, who do you want at you side?

    IMO the sensible answer is still runaway so a party of rogues all disengaging and using their actions to run and hide. We'd probably end up in a montypythonesque encounter of 5 rogues all hiding in the room while the Roman's search it.
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    D&D 5E Would you be happy with fixed damage?

    5e is already is already D&D on easy mode so I'm not a fan of average dice, I like randomness in my game - nothing like the cheers at the table when a fireball does 38 pts of damage (which is about our highest iirc in our games) or groans when it fizzes and the party realises the fight just...
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    D&D 5E Do you play without Critical Hits?

    We use same as Yarduff- max dam from normal die and roll for crit dicme or dice. In 1e we used a system of crits and fumbles that occasionally saw characters accidently kill each other when you rolled really badly on the fumble table, can't recall which magazine the rules came from now
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    D&D 5E Exhausted, no ressources, who do you want at you side?

    In that case. The wizard cast leomund's as a ritual then we rest. Afaik there is always a run away option. Our 1e mantra was always he who runs away lives to fight another day. In our 5e games druids seem to have best options to avoid tpk situations.
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