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Best 1 shot adventure (low level)
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<blockquote data-quote="hastur_nz" data-source="post: 7060397" data-attributes="member: 40592"><p>My players nailed Death House in just under 4 hours, it certainly covers the "three pillars" especially exploration, and to be honest you should probably start them at 1st as they can quickly progress to 2nd level and even 3rd just before the end (I let mine get to 3rd once the defeated the shambling mound, but before they escaped ). The quick progression, based on milestones, show-cases the fact that in 5e levels 1 and 2 are intro levels designed for quick progression as your character gets some real-world experience and starts to define some 'character', then by 3rd your characters are all 'somewhat competent' as far as abilities go. And it's a totally free download.</p><p></p><p>Some players like to start at 3rd level where they are robust and capable, but personally I like the ability to have everyone start as a complete noob and define what sort of person the character is, before they are terribly good at anything - it's greater role-play opportunities when you are always only 1-2 hits away from falling down.</p><p></p><p>I hear some players found Death House tough, especially when they went wandering and found all sorts of killer taps, but personally my players were focused on the clues, didn't wander randomly, and with a bit of luck as well as good skills they got through it and back out again with no deaths, not even anyone dropped to negatives IIRC (the Shambling Mound was tough, but their tactics were good and my dice were a bit cold). Knowing it's called "Death House" should help...</p><p></p><p>Last thing - everyone I know, most of who were huge lovers of 3.5 with heaps of books etc, loves 5e once they actually play it - some things are instant (like advantage), some things take a while to appreciate (like the great variety of well balanced characters you can create even if you are only ever using the PHB). And as a DM it's more like 4e was - simpler and easier to manage in terms of running monsters, balancing encounters, etc. Once you get into it, you'll never want to go back.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7060397, member: 40592"] My players nailed Death House in just under 4 hours, it certainly covers the "three pillars" especially exploration, and to be honest you should probably start them at 1st as they can quickly progress to 2nd level and even 3rd just before the end (I let mine get to 3rd once the defeated the shambling mound, but before they escaped ). The quick progression, based on milestones, show-cases the fact that in 5e levels 1 and 2 are intro levels designed for quick progression as your character gets some real-world experience and starts to define some 'character', then by 3rd your characters are all 'somewhat competent' as far as abilities go. And it's a totally free download. Some players like to start at 3rd level where they are robust and capable, but personally I like the ability to have everyone start as a complete noob and define what sort of person the character is, before they are terribly good at anything - it's greater role-play opportunities when you are always only 1-2 hits away from falling down. I hear some players found Death House tough, especially when they went wandering and found all sorts of killer taps, but personally my players were focused on the clues, didn't wander randomly, and with a bit of luck as well as good skills they got through it and back out again with no deaths, not even anyone dropped to negatives IIRC (the Shambling Mound was tough, but their tactics were good and my dice were a bit cold). Knowing it's called "Death House" should help... Last thing - everyone I know, most of who were huge lovers of 3.5 with heaps of books etc, loves 5e once they actually play it - some things are instant (like advantage), some things take a while to appreciate (like the great variety of well balanced characters you can create even if you are only ever using the PHB). And as a DM it's more like 4e was - simpler and easier to manage in terms of running monsters, balancing encounters, etc. Once you get into it, you'll never want to go back. [/QUOTE]
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