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Is 5e "Easy Mode?"
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<blockquote data-quote="Flamestrike" data-source="post: 7956938" data-attributes="member: 6788736"><p>It is a different one for each adventure.</p><p></p><p>In my last Age of Worms adventure -which also included Crown of the Kobold king from Pathfinder, and all of the classic AD&D modules like Lost Island of Castanamir, Tomb of Horrors, White Plume Mountain etc - (converted to 5E):</p><p></p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">PCs arrive in Falcons Hollow and find it beset by the plague. Every day more people are dying, and the PC's have only a few days to get the 3 ingredients for the cure, or else most of the town will die. In addition 1 PC (chosen at random) has the plague. Each day that passes, he gets sicker.</li> <li data-xf-list-type="ul">PCs get wind of the fact a rival adventuring band is in town, investigating local dungeons. They must investigate the Whispering Cairn and loot its treasures before the rival adventurers do... in 2 days time!</li> <li data-xf-list-type="ul">PC's get cursed by the Ghost of Allister Land. They have 3 days to recover his skeleton and inter it in holy lands, before the curse takes hold.</li> <li data-xf-list-type="ul">PC's discover a cult operating out of a secret base in town, working on a ritual... due to be completed at midnight of the winter solstice - in just 48 hours time. If the ritual is completed, Black cloak cultists will summon a terrible demon. They must infiltrate the base, and put and end to this ritual... and find out why the cult is in the town and what their broader objective is.</li> <li data-xf-list-type="ul">Several children are captured by Kobolds working from a local ruin. The PCs have limited time to rescue the children before they are eaten... or worse!</li> <li data-xf-list-type="ul">The PCs head south to a local keep, and discover it is under siege by lizard folk. If the Keep isnt saved by dawn, the inhabitants will be massacred!</li> <li data-xf-list-type="ul">After liberating the keep, the PCs notice the head of the keep has been kidnapped by the Lizardfolk. They must locate the Lizardfolks lair, and rescue her before the Lizardfolk eat her in a ritual... in just 24 hours time.</li> <li data-xf-list-type="ul">The PCs arrive at the coast, on a ship for the Free City. On the way they discover a strange island, not on any maps. Suddenly they are attacked by a [legendary] chimera! While the ships captain uses the harbor to make repairs to the boat damaged by the chimeras firey breath, the PCs are given leave to explore the small island, looking for the creatures lair. The PCs discover a strange black portal, that once stepped through only allows 1 way travel! The PCs are trapped in a nightmarish dungeon maze. Can the PCs escape the dungeon of the mad mage Castanamir with his nightmarish teleportation nodes and escape to freedom... before the Ship leaves them marooned in just 3 days time!</li> </ul><p>Etc, etc etc.</p><p></p><p></p><p></p><p>Yes, it is.</p><p></p><p>I could create adventures (and adventuring locales) and doom clocks that make it impossible to rest. Conversely I can create/ frame my adventures, adventuring locales, and doom clocks that provide opportunities to rest within that framework.</p><p></p><p>If you're constructing adventures in 5E DnD, and you (as a DM) are not turning your mind to the rest paradigm of 5E, you're doing it wrong.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7956938, member: 6788736"] It is a different one for each adventure. In my last Age of Worms adventure -which also included Crown of the Kobold king from Pathfinder, and all of the classic AD&D modules like Lost Island of Castanamir, Tomb of Horrors, White Plume Mountain etc - (converted to 5E): [INDENT][LIST] [*]PCs arrive in Falcons Hollow and find it beset by the plague. Every day more people are dying, and the PC's have only a few days to get the 3 ingredients for the cure, or else most of the town will die. In addition 1 PC (chosen at random) has the plague. Each day that passes, he gets sicker. [*]PCs get wind of the fact a rival adventuring band is in town, investigating local dungeons. They must investigate the Whispering Cairn and loot its treasures before the rival adventurers do... in 2 days time! [*]PC's get cursed by the Ghost of Allister Land. They have 3 days to recover his skeleton and inter it in holy lands, before the curse takes hold. [*]PC's discover a cult operating out of a secret base in town, working on a ritual... due to be completed at midnight of the winter solstice - in just 48 hours time. If the ritual is completed, Black cloak cultists will summon a terrible demon. They must infiltrate the base, and put and end to this ritual... and find out why the cult is in the town and what their broader objective is. [*]Several children are captured by Kobolds working from a local ruin. The PCs have limited time to rescue the children before they are eaten... or worse! [*]The PCs head south to a local keep, and discover it is under siege by lizard folk. If the Keep isnt saved by dawn, the inhabitants will be massacred! [*]After liberating the keep, the PCs notice the head of the keep has been kidnapped by the Lizardfolk. They must locate the Lizardfolks lair, and rescue her before the Lizardfolk eat her in a ritual... in just 24 hours time. [*]The PCs arrive at the coast, on a ship for the Free City. On the way they discover a strange island, not on any maps. Suddenly they are attacked by a [legendary] chimera! While the ships captain uses the harbor to make repairs to the boat damaged by the chimeras firey breath, the PCs are given leave to explore the small island, looking for the creatures lair. The PCs discover a strange black portal, that once stepped through only allows 1 way travel! The PCs are trapped in a nightmarish dungeon maze. Can the PCs escape the dungeon of the mad mage Castanamir with his nightmarish teleportation nodes and escape to freedom... before the Ship leaves them marooned in just 3 days time! [/LIST][/INDENT] Etc, etc etc. Yes, it is. I could create adventures (and adventuring locales) and doom clocks that make it impossible to rest. Conversely I can create/ frame my adventures, adventuring locales, and doom clocks that provide opportunities to rest within that framework. If you're constructing adventures in 5E DnD, and you (as a DM) are not turning your mind to the rest paradigm of 5E, you're doing it wrong. [/QUOTE]
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