Quote:
Originally Posted by Dalin
This afternoon I ran chapter five, "Paths of Peril," from Phandelver and Below: The Shattered Obelisk. Although the overall adventure is deeply flawed, this chapter was pretty fun and worked easily with DFRPG. It's basically a bunch of little mysteries that provide clues that lead the party to a secret lair with an evil cult. There are lots of opportunities to bring a variety of skills to bear. Indeed, I suspect that it plays better in DFRPG than D&D because of the wider variety of skills. The chapter is intended for levels 5-7, so it was a good fit for 250-point DFRPG characters.
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So is that the part that picks up
AFTER the origiginal
Lost Mines adventure? I'm unclear how GURPS wider range of skills comes into play better than 5E? I can definitely see GURPS Advantages and especially Disadvnatages making for richer roleplaying. However, there aren't a lot of skills I think make a big difference. Especially as things liKe Area Knowledge aren't part of DFRPG. I think D&D 5e handles it with History but I might be wrong on that. I guess the separation of Survival (area type) makes a difference. What else?
I've only played a couple of sessions of 5E and read someone of the 5e basic rules and a bit of the players hand book along with the start set adventure and the essentials kit adventure.
I'd love to hear some details.