Pretty much what the title says. In the description of the book itself it suggests that players should focus more on heist related skills than combat prowess in their character building, which of course makes sense, but given the average temperament of a dnd party, how many initiative rolls does it seem like there would be from adventure to adventure?
Of course, I’m the DM and I could change the numbers to my liking and to suit my players’ liking, but just as a base campaign, how much satisfaction would a DM who enjoys running combat for players who enjoy playing combat (along with general creative problem solving, like combat isn’t the only thing they get from the game) get from this book?
It's a mixed bag. Several of the scenarios lend themselves to being combat heavy, several to having next to none. All of them have room for expansion to include more combat if that is what your group gravitates toward. Conversely, almost all could be done without fighting given the right mix of skills/spells/planning.
The missions are pretty well balanced to provide for different option in approach and engage in as much combat as they want, or alternative approaches if they don't want. And of course your party can throw you for a loop and when you expect them to at least try and talk their way past some guards or stealth in to Brimstone Hold but at the first hint of trouble say "screw it" and just decide to kill everything between them and the target and pick the most difficult path and are now leaving a bloody trail as they grind through the base like my players did, lol
Thanks for the responses :D seems like this is going to be a great campaign for my party (i'm stringing them all together and we're just gonna See What Happens i guess lol)
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:)
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Pretty much what the title says. In the description of the book itself it suggests that players should focus more on heist related skills than combat prowess in their character building, which of course makes sense, but given the average temperament of a dnd party, how many initiative rolls does it seem like there would be from adventure to adventure?
Of course, I’m the DM and I could change the numbers to my liking and to suit my players’ liking, but just as a base campaign, how much satisfaction would a DM who enjoys running combat for players who enjoy playing combat (along with general creative problem solving, like combat isn’t the only thing they get from the game) get from this book?
:)
It's a mixed bag. Several of the scenarios lend themselves to being combat heavy, several to having next to none. All of them have room for expansion to include more combat if that is what your group gravitates toward. Conversely, almost all could be done without fighting given the right mix of skills/spells/planning.
The missions are pretty well balanced to provide for different option in approach and engage in as much combat as they want, or alternative approaches if they don't want. And of course your party can throw you for a loop and when you expect them to at least try and talk their way past some guards or stealth in to Brimstone Hold but at the first hint of trouble say "screw it" and just decide to kill everything between them and the target and pick the most difficult path and are now leaving a bloody trail as they grind through the base like my players did, lol
Thanks for the responses :D seems like this is going to be a great campaign for my party (i'm stringing them all together and we're just gonna See What Happens i guess lol)
:)