D&D 5E 5e's underwhelming releases

I'm thinking that it's not really that hard to convert as is.

A lot of material is extremely similar to 1E and 2E. For example, it'll take all of a minute to come up with an equation to convert THAC0 to AC and once you have that equation, it doesn't change.

Yeah, it's not that difficult. Which is great, because it doesn't invalidate all those great adventures. I'd highly recommend someone running Red Hand of Doom in 5e. Hell, you could probably port over Keep on the Shadowfell and have a great 5e dungeon romp.
 

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Yeah, it's not that difficult. Which is great, because it doesn't invalidate all those great adventures. I'd highly recommend someone running Red Hand of Doom in 5e. Hell, you could probably port over Keep on the Shadowfell and have a great 5e dungeon romp.

I have several (damaged due to the weight) cabinet drawers full of adventures that I can re-run. Looking forward to taking over as DM in late August (when our DM goes off to college). B-)
 

My thoughts are: you're overstating how bad HotDQ is; you're right about C:M but it doesn't bother me in the slightest; I haven't even seen the DM's screen yet, let alone any reviews, so can't judge it; don't know much about Attack Wing other than there were two in my FLGS last week and now there is one.

There is no "floundering", but the third party stuff hasn't lived up to the quality of the core game. I can't fault WotC's approach though: I mean, you contract Wolfgang Baur and you expect a great adventure. To only get a middling one is a disappointment.
 

You really cannot go wrong with the starter set adventure. I have a thread on the board where I post each session as a story, including game photos and extra pictures (it's a long time hobby of mine, turning sessions into little stories). Read them if you want, it will give you a feel for the flow, and show how many different directions the same story can go with different groups.


Oh yes you can! I read it and was looking forward to running it. Due to group schedules, by the time I had it ready to go, several members of the group were already playing it on a different night, and a player in my other group had watched so many play podcasts of the thing that it was all spoiled.:mad:

So I never got a chance to play in it OR run it. You can't go more wrong than that!!
 

Even though I believe D&D 5e is the better system, Pathfinder is still cranking out the best adventures and this is where D&D ultimately needs to be able to compete.

I disagree, in that adventures are not always the be all and end all of a game. Back in the day DMs were encouraged to make their own, I still do, so for me, modules are a non-buy to begin with. I prefer supplemental material with good solid rules that don't break the system (3.X I'm looking at you), that don't constitute glut, and that are completely optional. Honestly, other than a DM Screen and Character sheets, there is nothing past the core books that are needed (of course a Fiend Folio and some more Monster Manuals in the future are always good).
 

Oh yes you can! I read it and was looking forward to running it. Due to group schedules, by the time I had it ready to go, several members of the group were already playing it on a different night, and a player in my other group had watched so many play podcasts of the thing that it was all spoiled.:mad:

So I never got a chance to play in it OR run it. You can't go more wrong than that!!

Lol. that's not fair! you missed out on running a great little module...
 

Even though some gamers like (and have time) to create everything for themselves, Pathfinder has shown the importance of regularly releasing great adventures for busy GMs. Most of their (very successful) business model is based around this even though WotC and many gamers once said this was not a viable approach. D&D will need to compete in the pre-published adventure category or it will not achieve its full potential. It is not an accident that D&D 5e's first adventures are lengthy adventure paths (other than the starter set). They know who they are competing with.
 

Are people really thinking an OGL will lead to a plethora of great adventures for 5e? I assume the ones who do are forgetting what the original OGL produced in terms of dross:diamond ratio - or even dross:"might be worth a try" ratio.


Edit: Note to self, don't have two tabs open when you're commenting on the OGL in one and the OSR in another - too easy to confuse the acronyms.
 
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I hear bunch of folks saying that HotDQ a is a bad adventure and I don't get it. I have a wee bit of experience, both with home brew adventures and with published adventures (about 20 years) and I think that it's a solid adventure for experienced DMs. It's not noob friendly but than again we have a bunch experienced DMs who are probably the target audience for this adventure and LMoP for the new DMs.

In a couple of weeks we will get information on the OGL (I think, they said that they will announce on January, right?)

Warder
 


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