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[SPOILERS] Enhancing Tomb of Annihilation
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<blockquote data-quote="Onslaught" data-source="post: 7245588" data-attributes="member: 61011"><p>Well,</p><p></p><p>I didn't see it in another post, so here are a few awesome links do enhance Tomb of Annihilation (or just simplify your DM's life):</p><p></p><p>PoweScore Step-by-Step Guide: <a href="http://thecampaign20xx.blogspot.com.br/2017/09/dungeons-dragons-guide-to-tomb-of.html" target="_blank">http://thecampaign20xx.blogspot.com.br/2017/09/dungeons-dragons-guide-to-tomb-of.html</a> (this guy always do some amazing work at each new 5e adventure)</p><p>PoweScore "How to Run": <a href="http://thecampaign20xx.blogspot.com.br/2017/10/dungeons-dragons-how-to-run-tomb-of.html" target="_blank">http://thecampaign20xx.blogspot.com.br/2017/10/dungeons-dragons-how-to-run-tomb-of.html</a></p><p>Skaldforge Hex Crawl Guide: <a href="https://skaldforge.wordpress.com/2017/10/02/tomb-of-annihilation-hex-crawl-procedure/" target="_blank">https://skaldforge.wordpress.com/2017/10/02/tomb-of-annihilation-hex-crawl-procedure/</a></p><p></p><p>The last one deals with some of the frequent questions that I've seen in this thread. If OP can, could edit first post to include these kinds of gems.</p><p></p><p>Anyway... I do have some doubts myself:</p><p></p><p>1) Does the sparse encounter rate make things too easy? Basically, everyone is 100% full for each and every fight. Did anyone use any kind of house rule to overcome that?</p><p>2) In practice and without game theory, does use of class abilities and magic just bypass all difficulty of the Exploration part of the game? It's too bad to ask players to don't play classes that would just "skip" great portions of the difficulty?</p><p>3) Did anyone make calculations on how many encounters are needed between Port Nyanzaru and Omu for the characters reach the expected level?</p><p>4) I'm probably DMing for a party composed of 6 players, how hard is to amp up the difficulty for those? Any tricks on adjusting monster quantity on the fly?</p><p>5) It's just me or the book states in Chapter 3 that "the Red Wizards have 2 cubes" but they don't actually tell which ones? We're supposed to choose which shrines players will "skip"?</p><p>6) Did anyone do a nice miniatures list needed to play this?</p><p>7) Did you guys let players have multiple guides? How did they get enough gold to fund this?</p><p>8) Guide-wise, Eku seems a bit "unfun" as she has too many support tools. What difficulties (as DM) did you find using any of the guides?</p><p>9) What's the real (practical) chance the players choose the "lame" guides, like Gondolo or the Yuan-Ti?</p><p></p><p></p><p></p><p>Shameless plug: I'm adapting ToA to Eberron and writing my thoughts on it <a href="http://www.enworld.org/forum/showthread.php?588310-Tomb-of-Annihilation-in-Eberron" target="_blank">here on EnWorld</a>.</p><p></p><p>Btw, english is my second language and is very-very rusty, so please don't mind writing mistakes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Onslaught, post: 7245588, member: 61011"] Well, I didn't see it in another post, so here are a few awesome links do enhance Tomb of Annihilation (or just simplify your DM's life): PoweScore Step-by-Step Guide: [url]http://thecampaign20xx.blogspot.com.br/2017/09/dungeons-dragons-guide-to-tomb-of.html[/url] (this guy always do some amazing work at each new 5e adventure) PoweScore "How to Run": [url]http://thecampaign20xx.blogspot.com.br/2017/10/dungeons-dragons-how-to-run-tomb-of.html[/url] Skaldforge Hex Crawl Guide: [url]https://skaldforge.wordpress.com/2017/10/02/tomb-of-annihilation-hex-crawl-procedure/[/url] The last one deals with some of the frequent questions that I've seen in this thread. If OP can, could edit first post to include these kinds of gems. Anyway... I do have some doubts myself: 1) Does the sparse encounter rate make things too easy? Basically, everyone is 100% full for each and every fight. Did anyone use any kind of house rule to overcome that? 2) In practice and without game theory, does use of class abilities and magic just bypass all difficulty of the Exploration part of the game? It's too bad to ask players to don't play classes that would just "skip" great portions of the difficulty? 3) Did anyone make calculations on how many encounters are needed between Port Nyanzaru and Omu for the characters reach the expected level? 4) I'm probably DMing for a party composed of 6 players, how hard is to amp up the difficulty for those? Any tricks on adjusting monster quantity on the fly? 5) It's just me or the book states in Chapter 3 that "the Red Wizards have 2 cubes" but they don't actually tell which ones? We're supposed to choose which shrines players will "skip"? 6) Did anyone do a nice miniatures list needed to play this? 7) Did you guys let players have multiple guides? How did they get enough gold to fund this? 8) Guide-wise, Eku seems a bit "unfun" as she has too many support tools. What difficulties (as DM) did you find using any of the guides? 9) What's the real (practical) chance the players choose the "lame" guides, like Gondolo or the Yuan-Ti? Shameless plug: I'm adapting ToA to Eberron and writing my thoughts on it [URL="http://www.enworld.org/forum/showthread.php?588310-Tomb-of-Annihilation-in-Eberron"]here on EnWorld[/URL]. Btw, english is my second language and is very-very rusty, so please don't mind writing mistakes :) [/QUOTE]
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