@Retreater you might find this article helpful in calculating how to award non-combat XP: Using Experience Points To Make D&D More Compelling
I had to jump the characters to Level 2 before they even started the first dungeon (at the suggestion of everyone I've read online). It was still nearly a TPK with the extra level.There’s quite a bit of combat in the early part of Dragon Heist, and the later part expects the DM to interject Faction sidequests to get the characters appropriately leveled (though I’ll concede that such an expectation is pretty poor adventure writing.)
Oh, there is definitely not enough content in Dragon Heist to level up using that method.It’s right there in the DMG. Award XP equivalent to an easy encounter of the party’s level for finding a clue, and XP equivalent to a Hard encounter for successfully solving a mystery.
And people complain 5e is easy modeI had to jump the characters to Level 2 before they even started the first dungeon (at the suggestion of everyone I've read online). It was still nearly a TPK with the extra level.
Right, like I said, Dragon Heist expects you to use faction missions to fill in the missing XP, which I concede is poor adventure design. But if you include a full adventuring day worth of appropriately-leveled content for the party in each of three faction missions throughout the adventure, plus XP for milestones according to the DMG guidelines, there’s enough to get the party to where the module expects them to be.Oh, there is definitely not enough content in Dragon Heist to level up using that method.
If it's not too late, you should read all of The Alexandrian's Dragon Heist Remix and adapt your ongoing game to match it. The Alexandrian has a strong background in Call of Cthulhu, so you're getting a reorganization and restructuring of Dragon Heist that should make it easier for you to run. It will feel much more like a proper mystery and a proper heist.I'm running a campaign adventure that is strongly based in investigation (Waterdeep: Dragon Heist, if you're curious).
With activities like splitting the party, gathering clues, asking the right questions, and making obscenely high skill checks, the party is managing to bypass many of the side adventures that give extra clues that they honestly don't need.
I've run mysteries successfully in other systems (including Call of Cthulhu), but there just isn't enough meat to this genre in D&D to make it work the same way.
In a mystery game in a system not especially designed for this style of play (like D&D), what do you do as the GM? Do you add more complications? Do you let them have their victory quick? Do you stick to the script and not allow them to make skill checks to say - follow a suspect?
Agatha Christie wants her plot back!One trick I like is to have clues point towards something that on the face of it appears to be impossible. Perhaps to a red herring too.
The party dismiss the seemingly impossible but later clues reveal that they were mistaken.
Precisely! Or guilty parties that are the least expected.Agatha Christie wants her plot back!