Me too, after I made it playable. Again, lots of good stuff in that module that a good GM can make into a great game. But out of the box?We had an absolute blast playing Dragon Heist.
Me too, after I made it playable. Again, lots of good stuff in that module that a good GM can make into a great game. But out of the box?We had an absolute blast playing Dragon Heist.
Here, the four core are Players Handbook, Neverwinter Guide (Forgotten Realms), DMs Guide, and Monster Manual.I want One D&D to have FOUR core books:
• Players Handbook: Human only, setting neutral, and ALL of the rules to play a complete D&D game.
• Forgotten Realms Guide:
− offers between 10 and 20 playable Nonhuman species according to their FR setting flavor.
− details the Neverwinter region, the main city and its hinterland, including the village of Phandelver.
− includes The Mines of Phandelver as a sample adventure, for characters of the Student tier (levels 1-4).
• Dungeon Masters Guide: cosmologies, worldbuilding, magic items, and robust playtested variant rules.
• Monster Manual: hostile statblocks, including traps.
Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
I never played or ran this and honestly dont even remember it. Sounds like alot was packed into 32 pagesFor something completely different…
A real open-world sandbox campaign book instead of yet another 1-20 railroad. Maybe something like CM01 - Test of the Warlords only updated to 5.5.
You really can’t underrate community input when it comes modules. Avoiding pitfalls adding great content, etc…Yeah I had a great experience running it but I also changed a LOT. Some of the things I changed or added were based on 3rd party ideas, but probably the best single change was one I came up with: putting an old-school dungeon underneath Trollskull. Discovering the secret entrance was maybe the highlight of the campaign.
I ran both during the Next playtest, and Sentinel ran really well. Gauntlet... not so much. I've run Gauntlet three times (1E, 3E, 5E), and it's never quite worked the way it's intended. It makes assumptions of the players actions, which either leads to a complete railroad or a total cluster *@#^. It could work, but like Keep on the Borderlands, it could use a rewrite.EDIT: or an updated Sentinel and Gauntlet. With the caveat that I haven’t actually looked at either since they were originally published so I may be wearing Rose-Colored Nostalgia Glasses(tm).
If they'd just go back to that damn format they used in the first playtest.An adventure on the lines of Murder in Baldurs Gate which has a fair bit of play on all the pillars.
Insofar as this is true, and it’s a + thread so I won’t start an argument on the point, the playtest thus far indicates that it will be less true in 2024.5e is predominantly a game about intricate PC combat builds, and GM-driven adjudication of non-combat action.
I don’t think this quite matches how most people play the game, but I do agree that something like Dragonlance would be a good introduction to D&D and especially to a D&D which is primarily about making and telling stories about your heroic OC in a dangerous fantasy world.So the 1st adventure for One D&D should showcase this. Something similar to Dragonlance would therefore be a good fit: a quest which requires a group of unlikely comrades to join together to travel to strange places, where they have to fight to get the thing they're there to get. There should be some NPCs that allow players with social-oriented PCs to do their thing - but the progression of the adventure should be largely independent of how those NPCs end up responding to the PCs.
I didn't see Legacy of the Crystal Shard, but MiBG was amazing. It was a solid adventure, but the city setting information made it usable long after finishing the adventure. The only thing I've seen that worked almost as well was Ghosts of Saltmarsh, but the size and information of Saltmarsh isn't really enough to keep going for very long afterwards.If they'd just go back to that damn format they used in the first playtest.
Those small adventures in 2 booklets with a soft DM screen doubling as a folder was magnificent.
I still consider Murder in BG and Legacy of the Crystal Shard to be the most usable products WotC published in the last 10 years when it comes to organization and table use.
That's why I said something like DL!None of the old adventures have tieflings, dragonborns, ardlings, good orcs, and goliaths in it.
But DL doesn't have orcs.That's why I said something like DL!
Not yet. Easy enough to add them to an updated version. I'm assuming that they will all be part of an updated Greyhawk, for example.Here's the thing...
None of the old adventures have tieflings, dragonborns, ardlings, good orcs, and goliaths in it.