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Waterdeep: Dragon Heist First Impressions
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<blockquote data-quote="Burnside" data-source="post: 7757548" data-attributes="member: 6910340"><p>I'd say in terms of ease-of-use, best since LMoP.</p><p></p><p>Best overall? It's going to be a matter of taste. People who really like FR will like it more than those who don't. It is NOT going to be easy to put this one in Eberron or a generic setting. It's very much Waterdeep, the FR factions are used more heavily than in recent years, terrible Ed Greenwood names ("Janytar Mistgem" and what have you) are all over it, and so far I have encountered references (not plot-central) to characters and events from Horde of the Dragon Queen and Princes of Apocalypse.</p><p></p><p>A surprising amount of dice-rolling going on in places where you might expect more story. For an adventure containing intrigue, mystery, and investigating, it's disappointing to see that a lot of the actual investigation and information gathering is resolved by "spend a tenday making three DC 13 Investigation checks per day" rather than actually describing how those investigations might be played, what clues can be found, or who can be spoken to. DMs and players are often left on their own if they want to bring that stuff to life.</p><p></p><p>It's pretty generous with magic items, and for once they were nice enough to put spells and scrolls for wizards to find. There are a lot of exotic beings and creatures running shops - it's a more magic-heavy setting than the previous Sword Coast stuff has been. </p><p></p><p>Chapter 1 is a fun, railroaded city quest ending in a fun, challenging starter dungeon. </p><p></p><p>Chapter 2 includes loads of side quests you could get from factions. They're more sketches than quests really; DMs will have to pick the ones the like and flesh them out.</p></blockquote><p></p>
[QUOTE="Burnside, post: 7757548, member: 6910340"] I'd say in terms of ease-of-use, best since LMoP. Best overall? It's going to be a matter of taste. People who really like FR will like it more than those who don't. It is NOT going to be easy to put this one in Eberron or a generic setting. It's very much Waterdeep, the FR factions are used more heavily than in recent years, terrible Ed Greenwood names ("Janytar Mistgem" and what have you) are all over it, and so far I have encountered references (not plot-central) to characters and events from Horde of the Dragon Queen and Princes of Apocalypse. A surprising amount of dice-rolling going on in places where you might expect more story. For an adventure containing intrigue, mystery, and investigating, it's disappointing to see that a lot of the actual investigation and information gathering is resolved by "spend a tenday making three DC 13 Investigation checks per day" rather than actually describing how those investigations might be played, what clues can be found, or who can be spoken to. DMs and players are often left on their own if they want to bring that stuff to life. It's pretty generous with magic items, and for once they were nice enough to put spells and scrolls for wizards to find. There are a lot of exotic beings and creatures running shops - it's a more magic-heavy setting than the previous Sword Coast stuff has been. Chapter 1 is a fun, railroaded city quest ending in a fun, challenging starter dungeon. Chapter 2 includes loads of side quests you could get from factions. They're more sketches than quests really; DMs will have to pick the ones the like and flesh them out. [/QUOTE]
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