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Tomb of Annihilation Is Here - What Do You Think?
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<blockquote data-quote="Ath'kethin" data-source="post: 7724728" data-attributes="member: 6798775"><p>This is way off the various topics I see in this thread, but let me say: my favorite thing about ToA is how it accommodates low-magic campaigns.</p><p></p><p>Hear me out.</p><p></p><p>I've shied away from running any of the other APs for two reasons: I don't care for the baked-in-full-campaign approach of them and they all presume the standard 5e/FR gonzo magic baseline (TFtYP notwithstanding). While ToA is still an AP, it's set up more to my liking in terms of styling. Care seems to have been taken to make sure that those of us who run games without ridiculous magic and goofy Star-Trek style "4 million sentient humanoid races" can still use it.</p><p></p><p>Two distinct bits of evidence to support this claim: </p><p></p><p>1) the adventure starts in earnest at the docks, where the teleportation spell drops them. But this also means that if you erase the magic bit and have the party take a ship, everything starts in the same place.</p><p></p><p>2) in the 2e Chult sourcebook, there were two groups called Tabaxi: a tribe of human barbarians and the redundant cat-people race. By combining these into one set of people, the designers made it easy to remove the cat-dudes and just have the tribe, with no confusion.</p><p></p><p>Was all this intentional? I'm not sure. But I'm actually going to run this adventure, unlike the others.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 7724728, member: 6798775"] This is way off the various topics I see in this thread, but let me say: my favorite thing about ToA is how it accommodates low-magic campaigns. Hear me out. I've shied away from running any of the other APs for two reasons: I don't care for the baked-in-full-campaign approach of them and they all presume the standard 5e/FR gonzo magic baseline (TFtYP notwithstanding). While ToA is still an AP, it's set up more to my liking in terms of styling. Care seems to have been taken to make sure that those of us who run games without ridiculous magic and goofy Star-Trek style "4 million sentient humanoid races" can still use it. Two distinct bits of evidence to support this claim: 1) the adventure starts in earnest at the docks, where the teleportation spell drops them. But this also means that if you erase the magic bit and have the party take a ship, everything starts in the same place. 2) in the 2e Chult sourcebook, there were two groups called Tabaxi: a tribe of human barbarians and the redundant cat-people race. By combining these into one set of people, the designers made it easy to remove the cat-dudes and just have the tribe, with no confusion. Was all this intentional? I'm not sure. But I'm actually going to run this adventure, unlike the others. [/QUOTE]
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Tomb of Annihilation Is Here - What Do You Think?
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