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    D&D 5E (2014) Do the official WotC adventures cheat with xp?

    Cheating in the sense that if you read on the back of the book "campaign from level 1 to 15" and you know how many encounters it would take to get regularly from level 1 to 15, you are led to believe that the book has far more content than it actually has.
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    D&D 5E (2014) Do the official WotC adventures cheat with xp?

    On page 15 of the PHB there is a table which is dear to the heart of every player, showing how many xp you need to earn to get to the next level. The DMG page 260-261 explains how to give xp for defeated monsters, non-combat challenges, and milestones. But if I follow these rules, even with...
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    D&D 5E (2014) Resting and the frikkin' Elephant in the Room

    Actually RAW are even worse than that: The resources expended during the long rest are replenished at the end of that long rest. That opens up an opportunity to play it like you thought, and replenish only resources spent before the long rest. That would at least give the encounter some...
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    D&D 5E (2014) A Scale for my map

    stroke : I see you prefer metric (km) to imperial (miles). I understand, and I personally also prefer the metric system. But if you are playing with the original rules (and not some of the European translations that are using the metric system) it can get complicated if you have rules that use...
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    Princes of the Apocalypse

    4 out of 5 rating for Princes of the Apocalypse Princes of the Apocalypse works great if you understand it as a source book for a sandbox campaign. Only half of the book is taken up by an adventure path which through 13 dungeons leads a group from level 3 to 15. There are side adventures that...
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    D&D 5E (2014) Resting and the frikkin' Elephant in the Room

    There are other solutions to the "5-minute workday" problem of players resting too often. Probably the easiest is random encounters: For every short rest the players have to roll for a random encounter once, for every long rest they have to roll for a random encounter 4 times. Rolls a made with...
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    D&D 5E (2014) Tightening up/editing Princes of the Apocalypse

    The missing delegation hook is weak, so making the cults more prominent and turning this more into an adventure of "we need to fight elemental evil cults to save the region from an apocalypse" is probably the better approach. The main difficulty in terms of flow is that the adventure has 13...
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    D&D 5E (2014) A Scale for my map

    According to the rules, at a normal pace over road or flat terrain a group travels 24 miles per day. You said you have 7 cities on your map, I assume 4 or 5 of them on the main continent. Now I would think that for a "city" to have enough surrounding land to support it, cities need to be at...
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    D&D 5E (2014) What are the cults actually doing in Princes of the Apocalypse?

    That "WMD program" might actually be a good starting point. What do the cults need to summon their prince? What keeps them from doing it right now? Why can they do it once the players reached a certain point in the story? Maybe, because the cults of Elemental Evil are described to be about...
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    D&D 5E (2014) What are the cults actually doing in Princes of the Apocalypse?

    That is probably a late game option. But I was thinking more of things like kidnappings and attacks before players reach level 10.
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    D&D 5E (2014) What do you want in a published adventure? / Adventure design best practices?

    I would like a published adventure to have a "default" mode: If the players do either nothing, or nothing that drives the story forward, what will happen next? What is the villain doing if he *isn't* stopped? Preferably in a way that makes it visible to the players that the other side is making...
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    D&D 5E (2014) What are the cults actually doing in Princes of the Apocalypse?

    I am preparing a campaign based on Princes of the Apocalypse, using an abridged version of the Lost Mines of Phandelver as introduction. Having read at several places that "finding the missin delegation" isn't a great story hook, I was thinking of motivating my players with the far simpler...
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    Isn't the goal for everybody to have fun at all times? I do believe that there is a level range where a fight is interesting and fun; anything below is boringly easy, everything above is frustrating. The level range can be large, but a sandbox which has both level 1 and level 20 encounters just...
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    I think what my players need is just a bit more information than what is given in the Princes of the Apocalypse adventure. One bit of information they need is that air is the weakest element, followed by water, earth, and fire. If knowing that they still want to go to the fire dungeon, I'm fine...
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    I think we differ on our definition of "choice". For me a choice between different options without having any information about the consequences is not a choice at all. It is an illusion of choice. The adventure doesn't tell the players anything about the relative difficulty of the 4 starting...
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    The "getting kicked the cr@p out of them" part is the one I want to avoid. For me it is a question of player agency: If the players *choose* hard, then hard is okay. If the players chose between "left or right?" with no additional information, it isn't okay if left is much harder than right. I'm...
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    D&D 5E (2014) I need help with my Kobold filled Dungeon!

    What you need is Tucker's Kobolds: https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf 5E comments: http://www.enworld.org/forum/showthread.php?481255-Tuckers-Kobolds-5E-AKA-You-Little-Bastards!!!
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    I am preparing Princes of the Apocalypse as the very first 5th edition Dungeons & Dragons campaign for a group of players experienced in previous editions (mostly 4E for the last years). PotA is designed as a sandbox campaign, players are allowed to go anywhere they want. But the dungeons have a...
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    D&D 5E (2014) Transitioning from Lost Mine of Phandelver to Princes of the Apocalypse

    I'm still throwing around ideas for my very first 5th edition D&D campaign. I want to start with Lost Mine of Phandelver, because I think it is a great intro, especially for players who haven't played 5th edition before. And after buying and not really liking Storm King's Thunder (should have...
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    Storm King's Thunder

    3 out of 5 rating for Storm King's Thunder Storm King's Thunder has a bunch of nice features, like an adventure flowchart, and encounter rosters for each dungeon. However if you play this adventure as written, it also has a lot of problems: - The chapter to get from level 1 to 5 is a rush job...
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