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Old 11-21-2023, 10:57 AM   #24
restlessgriffin
 
Join Date: Jul 2021
Default Re: DFRPG running D&D 5e starting adventures

Quote:
Originally Posted by Dalin View Post
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.
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.
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