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Hoard of the Dragon Queen: As it Turns out, it's Pretty Good (so far)
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<blockquote data-quote="Steel_Wind" data-source="post: 6363621" data-attributes="member: 20741"><p>I see your point, but the issues arise precisely due to the reasons you note, are expected to be achievable by most play groups precisely due to the reasons you note -- and are completely fixable without much of a problem, too.</p><p></p><p>Looking at your list, we achieved 4 or 5 of those encounters before we reached the Keep and we leveled up to level 2 before we did. Our own DM adapted that on the fly and it all felt quite reasonable.</p><p></p><p>If all that is required is an opportunity or two to rest, that's very easy to fix, wouldn't you agree?</p><p></p><p>I'm not trying to make light of the problems you encountered playing the adventure as written, but the real issue is whether these things are easy to solve. </p><p></p><p>Whatever the case, if you are used to Adventure Paths and adapting elements of OP scenarios like Pathfinder Society for use as part of a larger campaign, I don't think any of these things should prove to be all that troublesome. Whether or not the printed text in the hardcover matches the text in the .PDF distributed along with the D&D Adventurer's League OP installments or not I cannot say. But even if they do, it's not that difficult to address these issues for home use for all of the reasons that you outlined.</p><p></p><p>While this is a bit of a turn-off to some, I don't think anybody who runs an out of the box Campaign arc adventure path should expect to do so without evaluating the text and making adjustments as may be necessary. While your experience is unfortunate, DMs who run the adventure can bear those issues in mind and make adjustments.</p><p></p><p>If the problems persists throughout the balance of volume 1, then matters may be different.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 6363621, member: 20741"] I see your point, but the issues arise precisely due to the reasons you note, are expected to be achievable by most play groups precisely due to the reasons you note -- and are completely fixable without much of a problem, too. Looking at your list, we achieved 4 or 5 of those encounters before we reached the Keep and we leveled up to level 2 before we did. Our own DM adapted that on the fly and it all felt quite reasonable. If all that is required is an opportunity or two to rest, that's very easy to fix, wouldn't you agree? I'm not trying to make light of the problems you encountered playing the adventure as written, but the real issue is whether these things are easy to solve. Whatever the case, if you are used to Adventure Paths and adapting elements of OP scenarios like Pathfinder Society for use as part of a larger campaign, I don't think any of these things should prove to be all that troublesome. Whether or not the printed text in the hardcover matches the text in the .PDF distributed along with the D&D Adventurer's League OP installments or not I cannot say. But even if they do, it's not that difficult to address these issues for home use for all of the reasons that you outlined. While this is a bit of a turn-off to some, I don't think anybody who runs an out of the box Campaign arc adventure path should expect to do so without evaluating the text and making adjustments as may be necessary. While your experience is unfortunate, DMs who run the adventure can bear those issues in mind and make adjustments. If the problems persists throughout the balance of volume 1, then matters may be different. [/QUOTE]
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Hoard of the Dragon Queen: As it Turns out, it's Pretty Good (so far)
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