One of the best parts of 5e thus far is that people are already homebrewing.

I'm running an AP with 5e basic rules, will be interesting. Self made backgrounds and all and we kept out spell point system. But we did playtest the material as given before.

How's the AP going? I'm contemplating doing something similar with my group when we start role-playing again (we played 4e before but have been on extended hiatus) but I haven't made the leap. Any words of caution or encouragement?
 

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It's going well so far. We are 3 sessions in and have not had any major conflicts yet.

We kept the additional backgrounds etc close to the playtest examples in build and made them before making characters, to prevent anyone coming up with something fancy tailored for just their PC. We also added a dwarf subrace (steppe dwarfs) as we have several dwarfs in the group (everyone plays 2 PCs) we wanted more variety and added human subraces (cultures) relevant for the AP.

As we have a bard, we just have spells for bards work a bit differently, mainly they have to be performed in some way or the other.

We aren't going to modify monsters not in the playtest description. I'll decide on the fly how they'll adapt, if needed. But we do that a lot, saves time.

I think it is important to know beforehand which changes, if any, need to be made in the game world. We picked an AP we originally wanted to fastplay (in a 4 day weeked) but proved too complex and sandboxy to do so, set in a world of its own. It reduces the chances of getting in conflict with source material.

We haven't run into any rules related obstacles yet, and we are all aware that we may need to make some adaptions along the way.

It's not too much work, and it's been fun to create additional material for a basic set of rules without having to worry how it may interfere with older rules or how it may be exploited - especially as it's not a houserule/homebrew setting that is going to last any longer than this AP. At least not in our plans ;)

So if you have a little bit of time to make additional content and have a group that's into the story more than minmaxing and ready to make changes along the way, it's well worth it in my opinion. You really all need to be on the same page, though - it is still an extended playtest no matter the added content.
 

[MENTION=53286]Lwaxy[/MENTION] So did you poll the players before starting about what races and classes they wanted to play? And then tweaked or created new races/classes to fit their needs?

Also, did you homebrew a bard class, did you homebrew multiclass rules for a thief/wizard, or did you just reflavor the wizard?
 

We reflavored the wizard, adding a performance background with spells having to be cast as performance rituals. Sometimes it's small stuff, like reciting/making up a poem when detecting magic. It was the bard player's idea. Similar, our warlock decided that his magic would work only as rituals (just to try out if it makes sense). There's also an assassin based on the rogue. Other than that, we stuck with the playtest classes.

We got together and talked about it rather than doing a poll. Almost all the players are very experienced and used to GM themselves. They had made PCs to fit the AP before, so we took those and modified/changed them to fit the playtest rules.
 

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