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Starting Zeitgeist in 5e - Master thesis, Conversion and other shenanigans
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<blockquote data-quote="Levistej" data-source="post: 7376260" data-attributes="member: 6905598"><p>So, we wrapped up the 2nd adventure last Sunday and boy was it a blast. It took my players a loooong time to connect McBannin to the whole plot but they eventually got there and the last battle was epic.</p><p></p><p>We're taking a pause this weekend since I have to write up quite a bit of stuff with them wanting to:</p><p>- open up a private on the side PI bussiness</p><p>- open up a investment counseling service for small industry owners</p><p>- bunch of other <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> they come up with on the fly and leave me with headaches</p><p></p><p>Preparing for the "Digging for lies" adventure, I read through the Pathfinder version and can't wait for them to delve a little more into the supernatural and far realm stuff this chapter brings. I have a few issues in the conversion though and considering that EnSider probably won't release their version in time for my next session I would be really glad to hear any ideas on how to approach some things.</p><p></p><p>Firstly, how much info about the Ancients should I give them and who should this info come from? I was thinking either Xambria or Hans Weber since its unlikely any of the party have the knowledge them self.</p><p></p><p>Secondly, how the hell should thoughtform function in 5e? Ok, I'm obviously giving the flying things(refluffed manticore) and the worm maw(refluffed otyugh) some form of resistance to normal weapons, but that doesn't seem enough. </p><p></p><p>Thirdly, I have no idea how to incorporate Insane Insight or Distant Madness. We don't usually use diseases since they are mostly easy to treat or ignore and madness is mostly reserved for playing CoC. I absolutely want these to be a part of the adventure but am currently totally lost on how to implement them in a way that makes sense and feels natural.</p><p></p><p>Lastly, a thing that's probably a good few sessions away but worries me never the less...the naval combat scene between multiple ships on the coast of Ber. I hate naval combat in D&D, it almost never works, and when it does it's clumsy at best. I have still not found naval combat rules for 5e that I don't dislike with a passion and avoid it at any cost. On the other hand, I really like the chaotic scene as presented. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Any ideas on how to get the best of both worlds? I was considering giving them one scroll of teleport that could transport them aboard one of the conflicted ships. That gives them some choice and has the potential to avoid a messy marine combat they're not really proficient in. On the other hand, if I give them such an item they'll probably be requisitioning it all the time, or even worse, saving it for a "special occasion" making me have to go through the nightmare of a naval battle...</p></blockquote><p></p>
[QUOTE="Levistej, post: 7376260, member: 6905598"] So, we wrapped up the 2nd adventure last Sunday and boy was it a blast. It took my players a loooong time to connect McBannin to the whole plot but they eventually got there and the last battle was epic. We're taking a pause this weekend since I have to write up quite a bit of stuff with them wanting to: - open up a private on the side PI bussiness - open up a investment counseling service for small industry owners - bunch of other :):):):) they come up with on the fly and leave me with headaches Preparing for the "Digging for lies" adventure, I read through the Pathfinder version and can't wait for them to delve a little more into the supernatural and far realm stuff this chapter brings. I have a few issues in the conversion though and considering that EnSider probably won't release their version in time for my next session I would be really glad to hear any ideas on how to approach some things. Firstly, how much info about the Ancients should I give them and who should this info come from? I was thinking either Xambria or Hans Weber since its unlikely any of the party have the knowledge them self. Secondly, how the hell should thoughtform function in 5e? Ok, I'm obviously giving the flying things(refluffed manticore) and the worm maw(refluffed otyugh) some form of resistance to normal weapons, but that doesn't seem enough. Thirdly, I have no idea how to incorporate Insane Insight or Distant Madness. We don't usually use diseases since they are mostly easy to treat or ignore and madness is mostly reserved for playing CoC. I absolutely want these to be a part of the adventure but am currently totally lost on how to implement them in a way that makes sense and feels natural. Lastly, a thing that's probably a good few sessions away but worries me never the less...the naval combat scene between multiple ships on the coast of Ber. I hate naval combat in D&D, it almost never works, and when it does it's clumsy at best. I have still not found naval combat rules for 5e that I don't dislike with a passion and avoid it at any cost. On the other hand, I really like the chaotic scene as presented. :( Any ideas on how to get the best of both worlds? I was considering giving them one scroll of teleport that could transport them aboard one of the conflicted ships. That gives them some choice and has the potential to avoid a messy marine combat they're not really proficient in. On the other hand, if I give them such an item they'll probably be requisitioning it all the time, or even worse, saving it for a "special occasion" making me have to go through the nightmare of a naval battle... [/QUOTE]
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