Hi all,
I'm relatively new to playing tabletop D & D let alone DMing, but from my experience so far as a player, it's something I wanted to tinker around with.
That being said, I wanted to toss up my first adventure idea for critique. I've left out most of the RP portions, motivating factors, idea's for dialogue etc and just posted up mainly the mechanical side of things as that's where most of my questions are right now. I know it's heavy on the treasure, but I went more with the idea I had behind the bandit hideout then the exact treasure guidelines in the DMG.
I got some excellent help in stating out my custom creatures from forum members already, but wanted to get opinions on the whole thing. My main questions are
1. Are the traps/elemental effects etc reasonable?
2. I'm looking for a way to add 'aid another' into my chase skill challenge, but can't think of a decent framework with what I have in mind. What has me hesitant is that if they use aid another on their turn, they still have to make their own three success before three failures. I really want to work in the hectic nature of a chase you would see in movies etc, where even though your all on the team you can't necessarily wait for your party members and they may get to the 'end' several rounds ahead of anyone else. Just ditch it? Success for the person being aided gives a success for them and the aider?
3. Is the price of failure too low for the skill challenges, only a single lost surge in the worst case or just a delay in the best case?
4. Thematically, this really needs to be done without an extended rest. Is this feasible for a party of six level one characters? The majority of the likely players are not super min/maxers.
5. Any advice, suggestions or constructive criticism.
Thanks!
I'm relatively new to playing tabletop D & D let alone DMing, but from my experience so far as a player, it's something I wanted to tinker around with.
That being said, I wanted to toss up my first adventure idea for critique. I've left out most of the RP portions, motivating factors, idea's for dialogue etc and just posted up mainly the mechanical side of things as that's where most of my questions are right now. I know it's heavy on the treasure, but I went more with the idea I had behind the bandit hideout then the exact treasure guidelines in the DMG.
I got some excellent help in stating out my custom creatures from forum members already, but wanted to get opinions on the whole thing. My main questions are
1. Are the traps/elemental effects etc reasonable?
2. I'm looking for a way to add 'aid another' into my chase skill challenge, but can't think of a decent framework with what I have in mind. What has me hesitant is that if they use aid another on their turn, they still have to make their own three success before three failures. I really want to work in the hectic nature of a chase you would see in movies etc, where even though your all on the team you can't necessarily wait for your party members and they may get to the 'end' several rounds ahead of anyone else. Just ditch it? Success for the person being aided gives a success for them and the aider?
3. Is the price of failure too low for the skill challenges, only a single lost surge in the worst case or just a delay in the best case?
4. Thematically, this really needs to be done without an extended rest. Is this feasible for a party of six level one characters? The majority of the likely players are not super min/maxers.
5. Any advice, suggestions or constructive criticism.
Thanks!
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