November 9th, 2014


It's Pretty Bad When a Drow Calls You Rude

We went through the latest session of my D&D 5E campaign last night, with the PCs biting the bullet and making a full-on assault on the Redcloak hideout.

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Five sessions in, still loving 5E. The Redcloak hideout as written was a level 1-2 mini-dungeon, which I basically beefed up for the 3rd-level party by adding a few more Redcloaks in each room, and adding a few where there weren't any originally (which made perfect sense in the context of the campaign as it has unfolded: pretty much the whole Redcloak organization was in hiding down there). Combat is fast and fun, with advantage and disadvantage still ruling the day, and planning plus good tactics is much more useful than simply picking your biggest power at the beginning of the fight and blazing away.

By focusing on the entire dungeon as an adventure site, rather than on each room being its own, large, set-piece encounter, the situation becomes much more dynamic and the actions of individual characters become much more important. I'm definitely feeling more immersed in the story and less like I'm simply moving pieces around on the board.

My one worry is the rate of progression: in just five sessions, the characters are now halfway between level 3 and level 4– I don't want them to skyrocket past all of the content I've generated! I knew levels 1-3 would go by fast, that's an intentional part of the game design, but now we're heading for level 4 at a breakneck speed and the characters have barely scratched the surface of Pelann or Cragmaw Castle, and haven't gone anywhere near Wave Echo Cave. Looking at the progression chart, it does appear that leveling slows down noticeably after 4th level, tho, so we'll see how it goes.

I don't want to never reach the higher levels, by any stretch, I just don't want to feel like the game is racing to get there. I like this character group and this campaign, and I want it to last.

-The Gneech