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General Tabletop Discussion
*Dungeons & Dragons
How early is too early for planar adventures?
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<blockquote data-quote="werecorpse" data-source="post: 7962737" data-attributes="member: 55491"><p>I prefer not to introduce the planes too early in most standard world stories. I like the planes to be a bit different, a step up from the material world. Something that is more dangerous than the normal world. This serves two functions first it addresses the issue about “where were these tough monsters when we were just 2nd level?” It keeps the world mystical And it gives the characters some different terrain problem solving to undertake. </p><p></p><p>But this does require a bit of work to make the planes different. I think it’s worth it. In 1e magic items were less powerful off the material plane. Certain spells didn’t function as expected etc. </p><p></p><p>That’s also the reason I like to have more restrictive underwater adventuring rules (again as they did in 1e) so when the players go underwater it feels like they are actually out of their element.</p><p></p><p>I tend to go underwater accessible at around 5th (they get the water breathing spell) and extra planar at around 8th </p><p></p><p>I know you are not looking for specific suggestions for adventures so this is off topic but at the level you are at having just run what you have I would suggest Red Hand of Doom. It’s not extra planar but it starts at about 4th level with a cool treasure map hunt theme, it also does keep with the goblin theme to a significant extent and begins to introduce some other stuff (politics, missions with aims other than find treasure etc) and its very highly regarded. Theres plenty of online write ups about it.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7962737, member: 55491"] I prefer not to introduce the planes too early in most standard world stories. I like the planes to be a bit different, a step up from the material world. Something that is more dangerous than the normal world. This serves two functions first it addresses the issue about “where were these tough monsters when we were just 2nd level?” It keeps the world mystical And it gives the characters some different terrain problem solving to undertake. But this does require a bit of work to make the planes different. I think it’s worth it. In 1e magic items were less powerful off the material plane. Certain spells didn’t function as expected etc. That’s also the reason I like to have more restrictive underwater adventuring rules (again as they did in 1e) so when the players go underwater it feels like they are actually out of their element. I tend to go underwater accessible at around 5th (they get the water breathing spell) and extra planar at around 8th I know you are not looking for specific suggestions for adventures so this is off topic but at the level you are at having just run what you have I would suggest Red Hand of Doom. It’s not extra planar but it starts at about 4th level with a cool treasure map hunt theme, it also does keep with the goblin theme to a significant extent and begins to introduce some other stuff (politics, missions with aims other than find treasure etc) and its very highly regarded. Theres plenty of online write ups about it. [/QUOTE]
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Community
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How early is too early for planar adventures?
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