I am under the impression that quite a lot of people did not care for dungeon of the mad mage. That is probably one of my favorite published adventures. One of my favorite little rule quirks is how they essentially shut down all of the “short cut magic“ for that entire book.
I ran some of it once already, and I am looking forward to running it again soon in its entirety. The parts I ran before I did so at an adventure league location, and I printed off one square inch grid print outs of each level, and had the players play it out in a turn by turn fashion. Much like a board game does, like Clue.
If I remember right... Dungeon of the Mad Mage was partly based upon a certain Magi Named Lum. he's created some interesting stuff. But there were times in old editions where trying to cast things like teleport magic around them or with them could be dangerous. So just plain stopping you from using all such things is probably best because if they didn't it probaby would have been a multi-page litany of optional messy ends that would have made players even more mad.
I am under the impression that quite a lot of people did not care for dungeon of the mad mage. That is probably one of my favorite published adventures. One of my favorite little rule quirks is how they essentially shut down all of the “short cut magic“ for that entire book.
I ran some of it once already, and I am looking forward to running it again soon in its entirety. The parts I ran before I did so at an adventure league location, and I printed off one square inch grid print outs of each level, and had the players play it out in a turn by turn fashion. Much like a board game does, like Clue.
Man they pretty much had to! Level 15+ DnD 5e is nutso bananas when it comes to player power.
I am under the impression that quite a lot of people did not care for dungeon of the mad mage. That is probably one of my favorite published adventures. One of my favorite little rule quirks is how they essentially shut down all of the “short cut magic“ for that entire book.
I ran some of it once already, and I am looking forward to running it again soon in its entirety. The parts I ran before I did so at an adventure league location, and I printed off one square inch grid print outs of each level, and had the players play it out in a turn by turn fashion. Much like a board game does, like Clue.
Man they pretty much had to! Level 15+ DnD 5e is nutso bananas when it comes to player power.
Hard agree.
I actually skipped every other level of undermountain so the party levels up each new portion of the dungeon. It had the added benefit of getting them to Halaster about 3 levels sooner, so I believe they where only like level 15 or 16, instead of levels 17+. It was just about right. It was challenging without being extremely deadly. I did add a bit to Halaster’s levels and the final showdown with him that fan kind of a puzzle/secret reveal.
I am under the impression that quite a lot of people did not care for dungeon of the mad mage. That is probably one of my favorite published adventures. One of my favorite little rule quirks is how they essentially shut down all of the “short cut magic“ for that entire book.
I ran some of it once already, and I am looking forward to running it again soon in its entirety. The parts I ran before I did so at an adventure league location, and I printed off one square inch grid print outs of each level, and had the players play it out in a turn by turn fashion. Much like a board game does, like Clue.
If I remember right... Dungeon of the Mad Mage was partly based upon a certain Magi Named Lum. he's created some interesting stuff. But there were times in old editions where trying to cast things like teleport magic around them or with them could be dangerous. So just plain stopping you from using all such things is probably best because if they didn't it probaby would have been a multi-page litany of optional messy ends that would have made players even more mad.
Cuse of strahd has a whole anti-magic tower in it. My warlock sold all of his mundane weapons and was cursing at what should have been an easy encounter. first thing he did when he got back to town was buy a crossbow(and never used it again)
This is basically "show a downside to a particular class" from the list above.
If I remember right... Dungeon of the Mad Mage was partly based upon a certain Magi Named Lum. he's created some interesting stuff. But there were times in old editions where trying to cast things like teleport magic around them or with them could be dangerous. So just plain stopping you from using all such things is probably best because if they didn't it probaby would have been a multi-page litany of optional messy ends that would have made players even more mad.
Man they pretty much had to! Level 15+ DnD 5e is nutso bananas when it comes to player power.
Hard agree.
I actually skipped every other level of undermountain so the party levels up each new portion of the dungeon. It had the added benefit of getting them to Halaster about 3 levels sooner, so I believe they where only like level 15 or 16, instead of levels 17+. It was just about right. It was challenging without being extremely deadly. I did add a bit to Halaster’s levels and the final showdown with him that fan kind of a puzzle/secret reveal.
It was 8 players at the table for the last 3 weeks or so too.
Cuse of strahd has a whole anti-magic tower in it. My warlock sold all of his mundane weapons and was cursing at what should have been an easy encounter. first thing he did when he got back to town was buy a crossbow(and never used it again)
This is basically "show a downside to a particular class" from the list above.