Currently playing Lost Mines and considering the next campaign. I know there are more and less popular published adventures, but are there any that in your opinion we should avoid. Ultimately will be up to my players, but would like some guidance. (Would love to home brew, but time is an issue.)
I have all the books, but have so far only run LMoP and Curse of Strahd (which is also awesome). I have also completely read through Storm King's Thunder and plan to run it next. The reviews of Tomb of Annihilation have been good so far, and I've started reading through it, I'm looking forward to running it.
AFAIK the only adventure path that is considered less "good" (?) is the Tyranny of Dragons path, which I believe was written before the PHB and DMG and MM were completely finalized.
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"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
AFAIK the only adventure path that is considered less "good" (?) is the Tyranny of Dragons path, which I believe was written before the PHB and DMG and MM were completely finalized.
Yeah, sadly I can confirm (in my opinion of course) that Tyranny of Dragons is kind of less "good". I've been running it for more than a year (almost two) once a month, but after reading some chapters of Out of the abyss I could notice the difference in quality.
Depends on what you want. I've only played Out of the Abyss, Curse of Strahd, and Storm King's Thunder for Fifth Edition, and I enjoyed all of them immensely. They all had very different feels, though. Curse of Strahd was definitely D&D on hard mode. Plenty of the encounters were TPKs waiting to happen unless you were borderline metagaming, and the lack of treasure for much of it means that you'll be frequently fighting stuff that is resistant or even immune to mundane weapons when that is all you have. Your characters are also under constant time pressure, as Strahd himself will start breathing down their necks as soon as they start to stick out from the populace.
Storm King's Thunder was the polar opposite. We were encouraged to take a few days off for resting frequently, early on we got an airship which made travel painfully easy (so much so that eventually, the DM had us get attacked by a black dragon that he deliberately placed who damaged the balloon and had us crash in a swamp, where some Volo's Guide fey proceeded to destroy the hull of the airship), and we got so much treasure that I was forced to decide which items were worth attuning and which ones I should just stuff in the Bag of Holding for later. Now, a big part of that last one was that the DM was able to throw in a few unrelated dungeons of his own creation for us to go through (again, we were not under time pressure), but that is another advantage of SKT from a DM perspective.
Out of the Abyss I enjoyed as a player, but I can see why it might be a hassle to DM, as right at the start, you get a mob of NPCs that travel with the player. Thankfully, many of them will probably die early on (seriously, if the players make it to the duergar city and they haven't killed the derro yet, they deserve for you to declare rocks fall everyone dies), and there are ways to make it easier (give some to the players to manage, have most in the background while having one or two random ones feature in each encounter). Also, you need to make sure you what is supposed to happen in what order, which the campaign book itself isn't very good at telling you. One of my friends who DMed this had his group headed to the library in the first half (!) because apparently Jimjar knew the way to the Zhentarum trading post. They headed there instead of to the other four locations you are supposed to visit in the first half, then were sent to the library and got almost TPKed by Juiblex on the way. In the first half of the campaign.
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Currently playing Lost Mines and considering the next campaign. I know there are more and less popular published adventures, but are there any that in your opinion we should avoid. Ultimately will be up to my players, but would like some guidance. (Would love to home brew, but time is an issue.)
I have all the books, but have so far only run LMoP and Curse of Strahd (which is also awesome). I have also completely read through Storm King's Thunder and plan to run it next. The reviews of Tomb of Annihilation have been good so far, and I've started reading through it, I'm looking forward to running it.
AFAIK the only adventure path that is considered less "good" (?) is the Tyranny of Dragons path, which I believe was written before the PHB and DMG and MM were completely finalized.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
Yeah, sadly I can confirm (in my opinion of course) that Tyranny of Dragons is kind of less "good". I've been running it for more than a year (almost two) once a month, but after reading some chapters of Out of the abyss I could notice the difference in quality.
And I cast Heroism on the community.
Depends on what you want. I've only played Out of the Abyss, Curse of Strahd, and Storm King's Thunder for Fifth Edition, and I enjoyed all of them immensely. They all had very different feels, though. Curse of Strahd was definitely D&D on hard mode. Plenty of the encounters were TPKs waiting to happen unless you were borderline metagaming, and the lack of treasure for much of it means that you'll be frequently fighting stuff that is resistant or even immune to mundane weapons when that is all you have. Your characters are also under constant time pressure, as Strahd himself will start breathing down their necks as soon as they start to stick out from the populace.
Storm King's Thunder was the polar opposite. We were encouraged to take a few days off for resting frequently, early on we got an airship which made travel painfully easy (so much so that eventually, the DM had us get attacked by a black dragon that he deliberately placed who damaged the balloon and had us crash in a swamp, where some Volo's Guide fey proceeded to destroy the hull of the airship), and we got so much treasure that I was forced to decide which items were worth attuning and which ones I should just stuff in the Bag of Holding for later. Now, a big part of that last one was that the DM was able to throw in a few unrelated dungeons of his own creation for us to go through (again, we were not under time pressure), but that is another advantage of SKT from a DM perspective.
Out of the Abyss I enjoyed as a player, but I can see why it might be a hassle to DM, as right at the start, you get a mob of NPCs that travel with the player. Thankfully, many of them will probably die early on (seriously, if the players make it to the duergar city and they haven't killed the derro yet, they deserve for you to declare rocks fall everyone dies), and there are ways to make it easier (give some to the players to manage, have most in the background while having one or two random ones feature in each encounter). Also, you need to make sure you what is supposed to happen in what order, which the campaign book itself isn't very good at telling you. One of my friends who DMed this had his group headed to the library in the first half (!) because apparently Jimjar knew the way to the Zhentarum trading post. They headed there instead of to the other four locations you are supposed to visit in the first half, then were sent to the library and got almost TPKed by Juiblex on the way. In the first half of the campaign.