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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    I've never in my life seen a module for which this was true, at least if you insist on the level of detail that I do (which is to say, the equivalent of a published module).
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    D&D 4E Am I crazy? I've just gotten a hankering to play 4e again...

    Well, to me 4e will never be D&D. But that's not to say it's a bad game for what it is. It's a tragedy that there was never a CRPG made with it's ruleset - I could have imagined something built along the lines of X-Com: Enemy Unknown crossed with Battle for Wesnoth, a turn-based, squad-based...
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    You don't review their character sheets to help them utilize their abilities better. You review their character sheets so you're better prepared to have your NPCs kick their backsides if they don't utilize their abilities effectively. :)
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    Agreed, which is one reason why I've shied away from using the 5e mega-modules. I mostly use Kobold Press Midgard modules, which are generally rather short (with the exception of a few bigger epics), Dungeon-magazine length vignettes varying from 4-16 pages. DCC modules are also some of my...
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    As for "why even bother", well, the reason I do it is that I like to have a structure to work with to prevent the analysis paralysis that sets in when I try to homebrew something from scratch. And as for modules... well, my players never see the modules since I use PDFs and don't say their...
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    Oh, absolutely. But they still need to read the thing. Nothing is more tedious than playing in a game with a DM who hasn't read the module.
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    "The only "danger" with this is adding so much of your own spice that it becomes totally unrecognizable - e.g. running the Slavelords modules without any of the Slavelords actually making an appearance... " Heck, why not? I'm actually thinking of heavily modifying GDQ for my own campaign...
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    This seems obvious, but you wouldn't believe how many DMs expect modules to run themselves without prep and have barely skimmed the material before jumping in. Don't be that guy.
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    Survivor 5e Artifacts: LUM LUM LUM LUM LUM

    Axe of the Dwarvish Lords 22 Blade of Avernus 21 Book of Exalted Deeds 21 Book of Vile Darkness 8 Draakhorn 20 Eye of Vecna 21 Hand of Vecna 22 Infernal Machine of Lum the Mad 21 YASSSSS Orb of Dragonkind 16 Orrery of the Wanderer 20 Ring of Winter 19 Ruinstone 20 Staff of the Forgotten One 20...
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    D&D General Your Top Tip(s) for Prepping a Published Adventure

    As a DM who loves adventure modules, I look at them not as pre-prepared meals, but as recipes (sometimes including an appendix full of ingredients). I'm the chef, and as a chef with over a quarter century of experience, I'm going to inject my own cooking techniques - I can spot when the recipe's...
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    D&D General From the Freelancing Frontline: Struggling For Experience

    … and this is why I quit freelance writing and editing and went into financial services. ;)
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    Survivor Core Classes- ROGUE STEALS THE VICTORY!

    Fighter/Rogue/Wizard? What are we, half-elves?
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    Survivor Core Classes- ROGUE STEALS THE VICTORY!

    Cleric 7 Fighter 9 Paladin 3 I SHALL FIGHT ON! Rogue 7 Wizard 7
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    Survivor Core Classes- ROGUE STEALS THE VICTORY!

    Cleric 15 Fighter 15 Paladin 10 Ranger 3 Rogue 18 Wizard 15 My Artificer, Bard and Warlock are dead... :(. But at least the Monk went down early. Time to kill the Ranger.
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    Critical Role The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer

    As I posted elsewhere, I'm not the target audience for any of this stuff and will probably not be buying it, but you know what? I love it. This keeps the game vital and keeps bringing people in the doors. Media tie-ins? Bring it on. Since the end of the D&D cartoons and toys phase in the early...
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    D&D 5E Recommend me a tier 3 adventure

    Moil is the creepiest place in all of D&D. That place gives me nightmares.
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    Survivor Core Classes- ROGUE STEALS THE VICTORY!

    Bard 5 Cleric 22 Druid 5 Fighter 17 Paladin 14 Ranger 14 Just never been a fan. Rogue 17 Warlock 5 Warlocks are wikked! Wizard 23
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    D&D 5E Recommend me a tier 3 adventure

    Yes, in fact the original tomb is used as a portion of the adventure itself (the boxed set included a direct reprint of the original module). I'd use the toned-down 5th edition version; I think the module would work better with that instead of the frequently-unfair original (as you definitely...
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    D&D 5E Recommend me a tier 3 adventure

    Break out Return to the Tomb of Horrors, Bruce Cordell's 2e masterpiece. DM's Guild has a conversion guide for 5e. I've always wanted to challenge a high level group to that meatgrinder...
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    Survivor Core Classes- ROGUE STEALS THE VICTORY!

    Bard 11 5e finally did the Bard justice Cleric 26 Druid 13 Fighter 18 Monk 6 Friar Tuck's a cleric, bro. Take your Kung Fu back to Feng Shui where it belongs! Paladin 18 Ranger 17 Rogue 15 Warlock 15 Wizard 24
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