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| Factions.pdfdonniestephensFeb 21, 2015 20:11:15 |
I'm here to work out the kinks in your Adventures League.Within this thread will be help for those that have some of the many questions left unanswered or hard to find about the Adventures League and how to run it as a DM. As background I've been running the new 5e for some time now and have found these solutions, links, and custom tools adequate to perform the Adventures League campaign. The Break down will be as show below, i. Introductionii. Things you should haveiii. Homework for a DMiiii. Advantage/Disadvantagev. Downtimevi. How to for interesting treasurevii. Order of adventuresviii. Three dragon anteviiii. everything else.
i. IntroLet me start by saying Fifth Edition is arguably one of the heavier role playing editions. Unlike 3.5 or 4.0 where number crunchers and rule kings thrive fifth edition takes a different route. Background flaws, ideals, bonds, and personality traits become spark notes for role playing. Advantage and disadvantage streamline play sequence and entice creativity where it otherwise might become stale. Character classes have been turned into character trees that simplify early character mechanics. Furthermore, a bulk of magical items are replaced by unique items that do away with generic +1's bonuses and instead are replaced by some of the most unique experiences your characters have ever encountered. My DM style is role playing heavy, that is to say bogging down experiences with nit picking stats, ability rolls, or number crunching isn't my thing. Please be aware that each edition accounts for different play styles. Some are stat heavy, others are rule heavy, and many mix role playing techniques. That being said within this post are my tips and tools to make the most out of your 5e expeience with the least amount of bogs or hiccups. Too many players. Your shop is most likely going to want to give you a bunch of players and expect you to handle it. In my experience a part of at least 3 to a maximum(and i mean very maximum) of 6 is a solid range. If your play style is simply go in and kill the monster you could probably handle more players. But if you're into taking the time to dissect your players characters keep the size of your party at a number your can pay the proper attention too. No one likes to feel left out. SO, within my party are two dragonborns, a crockity old warlock(Torinn), a proud cleric emmisary for his dragon clan(Balasar Brightscale), a cocky half-elf ranger always getting into trouble(Arobol) , and lastly a Dwarf fighter with a drinking problem supposedly raised by wolves(Barnabus Khan). Needless to say the players didn't come to these interesting character descriptions on their own. In fact what i'll be explaining here is that rounding out and creating interesting adventures is a craft that takes work and imagination. Taking your players to distinctive creative levels and crafting encounters unlike the ones before is what I love about DND and specifically what I love about Adventures League and hope to give these tools to whoever wants to bring these elements into their game.ii. What I would have wished was given to me in the beginning and what you should start with.
iii. Homework for a DM.So, you've gone through character creation with your new players. Explaining the importance of ideals, bonds, flaws and personality traits may have been a little rough. Understanding inspiration and explaining the new death save mechanic could have gone better. And well the whole proficiency bonus got blank stares for about ten entire minutes. But you got through it! Before I go further I'm going to highlight a couple of areas that might not seem important at first but can be very useful in the future. Alignment. Take a look at base character alignments for each race. They are specific for a reason and are a step in the right direction for understanding gods and planes of existence. Some races have a hard time being certain alignments because the gods that created them are either good or evil. Age can be pretty cool to deal with. With one of the dragonborns being very old his persona as the crickity dragon grandpa warlock became quite fun to deal with. Same applies to height and weight. Every time a character levels its not a bad idea to have the characters explain what changes were made with the character. Not only has time passed but maybe the wizard becomes more cliche wizard like with pointy hat and cloak or decides to be a pirate looking wizard because really no one has any idea. A little flair for characters is never a bad thing. This becomes very prevalent when certain characters such as Balagor Brightscale the clan emmisary needs to counsel with the mayor. The more respectful he presents himself in both attire and demeanor the better his chances of accomplishing his talks with the mayor.
I know it's not the best to stop here in between a main section point but I gotta DM tomorrow and need to finish my own homework. Will update soon and regularly to finish. For now a DM should have the essential tools above to kick off their campaign. Later I will include useful tables, tips, and things to keep in mind when working on characters before every session.
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