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What is your preferred style, and what tweaks do you do to get there?
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<blockquote data-quote="hawkeyefan" data-source="post: 7162249" data-attributes="member: 6785785"><p>My campaign is actually the culmination of many campaigns my players and I have played over the years. It spans many worlds and relies on the D&D multiverse and a lot of old school game lore. So it's pretty epic in scope, and that is reflected in the game itself.</p><p></p><p>Multiple PC groups- there is a primary group of PCs, all created when we first started 5E with Lost Mines of Phandelver. But each player also has additional PCs in other groups from prior campaigns. There is a Level 16 group from Oerth (these were our childhood PCs that played through most of the classic modules from the 1E/2E era. Then, there's a Level 10 group based out of Chult on Toril. This was one of our primary campaigns from the 3E era. There are also a handful of other characters that have made their way into the story from past campaigns. We rotate amongst the different groups for different parts of the story as needed, returning to the primary group for the bulk of play. Some of the old school characters, originally created in prior editions, have legacy abilities to denote their high level and signature abilities not carried over in the 5E ruleset (i.e. one PC was a cavalier and so is immune to fear). </p><p></p><p>Cinematic feel- Given the epic theme, I want the PCs to be larger than life. So I encourage them taking actions not often covered by the rules (diving and sliding and chandelier swinging and so on). I usually let them tell me what skill they think is relevant for any check, and as long as it seems reasonable, we go with it. This lets a Dex based character have good climbing and leaping ability, and so on. I also let them use Inspiration in a variety of ways. They can always default to adding advantage, but I also allow for them to use it in creative ways. I've allowed for an extra attack under extreme conditions, re-rolling a failed roll, introducing a plot point/world element that helped them, along with many other instances. Anything that the PC attempts that is really out there or crazy, I let them use Inspiration to help. It's a really loose rule, but it's actually been a lot of fun.</p><p></p><p>Epic Level- My intention is for the primary group of PCs to eventually catch up to the high level heroes and then they all start working together. I've kind of built in the idea that the characters can obtain some kind of minor divinity that grants them special powers. This will be reflected in Epic Levels or Epic Boons. We haven't gotten to that point yet, so I have some time to figure that out. Chances are I'll keep it very loose and try to create cool abilities that fit with the characters. But we'll see.</p><p></p><p>Combat- We use a battle map and minis almost all the time. I'm actually trying to break my players of the need, at least a bit, but that's a work in progress. One in particular always asks for visuals to be provided, and I don't want to deny that. Wego by the rules as written for the most part, although I do trump them from time to time. Most notable is opportunity attacks. I kind of decide these on a case by case, and my players are agreeable to that. We find the rules as written in this regard to allow for some odd things that kind of bypass some tactics, so that's why we do it our own way. </p><p></p><p>Materials used- The core books are all that we use for PC creation. That's not to say I'd prohibit any other material, it's just that none of my players have asked to use any UA or 3rd party stuff. Since the characters are currently on Athas, I have one player whose expressed an interest in the Mystic material, so maybe we'll work that in.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7162249, member: 6785785"] My campaign is actually the culmination of many campaigns my players and I have played over the years. It spans many worlds and relies on the D&D multiverse and a lot of old school game lore. So it's pretty epic in scope, and that is reflected in the game itself. Multiple PC groups- there is a primary group of PCs, all created when we first started 5E with Lost Mines of Phandelver. But each player also has additional PCs in other groups from prior campaigns. There is a Level 16 group from Oerth (these were our childhood PCs that played through most of the classic modules from the 1E/2E era. Then, there's a Level 10 group based out of Chult on Toril. This was one of our primary campaigns from the 3E era. There are also a handful of other characters that have made their way into the story from past campaigns. We rotate amongst the different groups for different parts of the story as needed, returning to the primary group for the bulk of play. Some of the old school characters, originally created in prior editions, have legacy abilities to denote their high level and signature abilities not carried over in the 5E ruleset (i.e. one PC was a cavalier and so is immune to fear). Cinematic feel- Given the epic theme, I want the PCs to be larger than life. So I encourage them taking actions not often covered by the rules (diving and sliding and chandelier swinging and so on). I usually let them tell me what skill they think is relevant for any check, and as long as it seems reasonable, we go with it. This lets a Dex based character have good climbing and leaping ability, and so on. I also let them use Inspiration in a variety of ways. They can always default to adding advantage, but I also allow for them to use it in creative ways. I've allowed for an extra attack under extreme conditions, re-rolling a failed roll, introducing a plot point/world element that helped them, along with many other instances. Anything that the PC attempts that is really out there or crazy, I let them use Inspiration to help. It's a really loose rule, but it's actually been a lot of fun. Epic Level- My intention is for the primary group of PCs to eventually catch up to the high level heroes and then they all start working together. I've kind of built in the idea that the characters can obtain some kind of minor divinity that grants them special powers. This will be reflected in Epic Levels or Epic Boons. We haven't gotten to that point yet, so I have some time to figure that out. Chances are I'll keep it very loose and try to create cool abilities that fit with the characters. But we'll see. Combat- We use a battle map and minis almost all the time. I'm actually trying to break my players of the need, at least a bit, but that's a work in progress. One in particular always asks for visuals to be provided, and I don't want to deny that. Wego by the rules as written for the most part, although I do trump them from time to time. Most notable is opportunity attacks. I kind of decide these on a case by case, and my players are agreeable to that. We find the rules as written in this regard to allow for some odd things that kind of bypass some tactics, so that's why we do it our own way. Materials used- The core books are all that we use for PC creation. That's not to say I'd prohibit any other material, it's just that none of my players have asked to use any UA or 3rd party stuff. Since the characters are currently on Athas, I have one player whose expressed an interest in the Mystic material, so maybe we'll work that in. [/QUOTE]
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What is your preferred style, and what tweaks do you do to get there?
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