Can you provide an example? To my knowledge, there are no rules in published adventures that are not part of the core rules. Adventures usually have options like new items, spells, backgrounds, etc. that you may or may not choose to include in your game.
Some adventures have options for rule variants that you can use to help augment the setting/style of the adventure, but those are all optional things for the DM to use.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The trap building section is one section that I've used quite a bit in pre-written modules. I swap out the simple traps found in most modules for complex ones to make it more interesting. As for ToA specifically, there are a few sections that relate pretty well, and go well with the style of that module. Lack of sleep effects, sleeping in armor, enhanced tool proficiencies, etc all can help the players and DM when it comes to the time crunch and getting lost/navigation parts of the module.
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I was wondering if there's any real use for rules supplements in published adventures.
I did NOT eat those hikers.
Can you provide an example? To my knowledge, there are no rules in published adventures that are not part of the core rules. Adventures usually have options like new items, spells, backgrounds, etc. that you may or may not choose to include in your game.
Some adventures have options for rule variants that you can use to help augment the setting/style of the adventure, but those are all optional things for the DM to use.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I think they were asking if "rules supplements" have use in "published adventures."
It depends. Certainly the spells, subclasses, and racial feats in XGtE can be useful.
It has improved options for character building, downtime, traps, awarding items, and envounter building.
And it has some deeper explanations on falling, sleeping, adamantine, knots, tool proficiencies, spellcasting, and effect interactions.
As well as optional rules for everything in the last paragraph.
Pretty much all of it can be used in a published adventure, but it is all optional.
i'm not sure how useful trap and encounter building methods would be in a pre-written adventure
I did NOT eat those hikers.
Yeah, you would have to homebrew that part. I did say "pretty much".
The trap building section is one section that I've used quite a bit in pre-written modules. I swap out the simple traps found in most modules for complex ones to make it more interesting. As for ToA specifically, there are a few sections that relate pretty well, and go well with the style of that module. Lack of sleep effects, sleeping in armor, enhanced tool proficiencies, etc all can help the players and DM when it comes to the time crunch and getting lost/navigation parts of the module.