Here in a tabletop format, it’s ultimately up to me. Of course in video games you’re rarely under any kind of real time constraint. Now when I play RPGs, I always like tackling side quests first, saving the main story for last. I’m glad they did, as the Redbrand Hideout is definitively designed to be a balanced level two dungeon, while these other areas are definitely made for level three PCs. Technically they could’ve done this upon reaching Phandalin (thus skipping the Redbrand Hideout), but they correctly decided to help the town out of its primary problem before tackling on the myriad of quests they received from the townsfolk. For the first time since the PCs were ambushed by goblins, they’re given a choice of where to go and what to do. Oh and Talus got access to level two spells. Kalinaar became an Oath of Vengeance Paladin (continuing with the Judge Dredd concept), Miri learned the Path of the Elements to gain some powerful new attacks, and Kethra took the aforementioned Arcane Trickster specialty to gain some magic versatility. For example, a rogue can become an Arcane Trickster, letting them earn some magic spells without having to multiclass as a wizard or sorcerer. It’s a cool difference in fifth edition that helps cut down on the insane amount of multi-classing that took place in previous editions. Level three grants an advanced path for most Player Characters. All we had to do was roll for Hit Points and go over any and all new abilities. My players were all very organized this week, and did the brunt of the level up work before we got together for our Sunday evening session.
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