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Thinking of Increasing the Map Size of Barovia in Curse of Strahd? Be Sure to Watch This First! 

DM of the Mists
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A popular modification to RAW (rules as written) Curse of Strahd is to increase the map size and to make Barovia bigger. It's only 20 by 10 miles in the book, which seems really small for the kingdom of a once-great conqueror, so I get why DMs would want to make it bigger - especially if you want to make the campaign harder and scarier for your players.
But what if I told you that you might be making the campaign easier instead...?
In this video I discuss this topic in detail, and I go over my experiences as a player of CoS (before DMing it) and as a DM of another campaign/adventure where there's a big 'world map' (Lost Mine of Phandelver), which helped me to come to this conclusion, which is backed by game mechanics and game design (and I geninuely think Barovia has been kept small for game design reasons).
But I'm not the expert - I might be wrong! So if you increased the size of Barovia and you didn't encounter this issue, then feel free to leave a comment on this video - I'd be keen to know more. Thanks, Mist Wanderers!
00:00 Intro
01:53 Why do DMs increase the size?
05:38 Why DMs should reconsider - more long rests
10:00 Why DMs should reconsider - a thought on what makes horror scary
12:32 Why DMs should reconsider - filler between locations?
14:11 Why DMs should reconsider - parties might do more in an adventuring day
15:13 Why DMs should reconsider - small means claustrophobic
16:00 Why DMs should reconsider - distance to Strahd's coffin
17:00 Why DMs should reconsider - the Dark Powers' irony
17:37 I might be wrong!
19:57 Outro
Here's a link to my original Reddit post on this topic as well: / an_argument_for_not_in...
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1 июн 2024

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Комментарии : 67   
@nicolo4219
@nicolo4219 Месяц назад
I enlarged the map to 1 miles/hexagon and you are right, a bigger map offers more long rests....thats' why i incorporated a lot of adapted 3.5e undead monsters from the Libris Mortis....even experienced players were surprised and those old school monsters tend to do semi-permanent damages to stats like the Skin Kites for instance... Players were afraid of encountering those monsters that could severely damage the party effectiveness for days. I also used mental breakdown counters to add that "Darkest dungeon" feeling.
@DMoftheMists
@DMoftheMists Месяц назад
Sound cool! Might have to look into those monsters - they sound brutal. 😁😈
@nicolo4219
@nicolo4219 Месяц назад
@@DMoftheMists Skin Kites, Spawn of Kyuss, blood golems…there are a lot of nice adds for an undead campaign. I’m an old school player from 3e and although i find 5e to be more elegant as a ruleset, one of the things that i’ve a complain for is the Monster diversity and complexity; luckly 3e is full of inspiration for clever evil dms Who want to be creative 👹
@jinxtheunluckypony
@jinxtheunluckypony 22 дня назад
I didn’t even think about the hit die situation, I always figured the intimate size of Barovia was meant to facilitate the time crunch element of the adventure. If you make the map too big then you’ll disincentivize exploration since the players won’t want to get too far away from Strahd’s castle once they hit the final count down.
@DMoftheMists
@DMoftheMists 21 день назад
That's a good point as well, RE: the time crunch element - I think that's a part of it as well.
@RandalxFlagg
@RandalxFlagg День назад
Really well articulated points. My first thought was about encounters in the night, but I totally glossed over the idea that long rests would be more plentiful. I guess you would need to pair a larger Barovia with rules that you must be somewhere "safe" to gain long rest benefits? Things like Van Richtens hideout, inside city walls, or in the werewolf lair on friendly terms.
@JonnySaysHi413
@JonnySaysHi413 Месяц назад
Definitely some good points there, makes the idea of expanding the map not as cut-and-dry. I also like the pulpy feel that can be brought about by mad dashes between the settlements, rather than trepidatious journeys.
@louisgirard832
@louisgirard832 7 дней назад
I was about to put it bigger and after I eared your argument I think you are right. Putting short distance put extra stress on the grp. The only thing about that is the master must be very prepared to answer any decision the party would go with. Their will be no time for any reminder or preparation between the game. Sounds more funny like that thx
@johntheherbalistg8756
@johntheherbalistg8756 Месяц назад
Honestly, I think it's supposed to be tiny. Staying outside in Barovia might be scary, but being at the locations isn't less scary, once you get to know the people
@Crogon
@Crogon 6 дней назад
Your train is on the wrong track: Mike's map displays pre-conjunction Central Barovia at 46.5 hexes high = 11.625 miles North to South by 72.85 hexes across = 18.2 mi (@ 0.25mi/hex) East to West. (GIVEN, this is north central Barovia, NOT the entire width of Barovia. (Most people miss that tidbit entirely.) Realms of Terror has pre-conjunction Barovia at 52 miles high x 57 miles wide, and a breadth of about 35.7 hexes = 71.4 miles from the northwestern tip to the southeastern tip. A later 2nd Ed Ravenloft boxed set has post-conjunction Barovia at ~66 miles north-south by ~80 miles across (Post-conjunction Barovia absorbed Gundarak, and had a few other minor border changes, so it's not a 1 to 1 comparison.)(The scale on that boxed set is REALLY corny, that's why the measurements for this set are reported as about (~) 66x80 miles.) Actual Wallachia = 426km = 264.7 mi So yes, for historical precision, Mike Schley's map of Central Barovia should be scaled up precisely 4 times. For further reference.. the original i6 map of the Barovian Basin is a lie. Tracy Hickman had to scale his original map down multiple times, because in that day, TSR was scared to death that no one would want to (buy) play the game if it lasted longer than one evening. What you see in i6 is the tiniest map possible, that could represent a feasible the countryside of Barovia as described. That is all. Its actual scale is meaningless. Throughout Barovian canon, we are told to lean on the Historical Vlad Draculae where the Barovian lore is lacking. That is because Strahd = Vlad. You see, Strahd is not Bram Stoker's Dracula. Strahd is the historical Vlad Draculae, who then gets transformed in to a vampire. Brilliant, right? There is even a Ravenloft Guide to Transylvania. However, contrary to popular belief, Dracula didn't reside in Transylvania. His personal castle, and his castle fortifications were all in Walachia. So, if we use the size of Walachia to scale the (full) maps of the older versions of Barovia, which pictured the entire country.. we can deduce that we simply need to scale up Mike's map of Central Barovia to 4x to get to the correct size. You see? Also, as others have pointed out, your characters don't get a successful long rest if they're (low-level and) between villages. They get harried and harassed by any number of undead critters roaming the Barovian countryside at night. Someone compiled a tome of all of the creatures found in Barovia by canon, and there are over 300 of them. (Try fitting THAT in a 10x20 square mile block!) Anyway, the bestiary is on DMsGuild, so just look it up and grab it there. :)
@james35813
@james35813 3 дня назад
I increased the size of the map and use gritty realism rules (long rests are a week), because I want to create situations where the party needs to choose between staying ahead of events and getting a long rest. It also makes things like the hags sapping their max hp every night really dangerous.
@mikemarkwilka4135
@mikemarkwilka4135 Месяц назад
I'm running CoS but using the old edition lore, and lore from the "I, Strahd" novels. I tripled the distance to 0.75 miles per hex. My research indicated this was ideal if I wanted distances to reflect the novels. I also reduced the frequency of random encounters to reflect this. However, I am also using slower healing, so that they have to use their hit dice to heal, even on a long rest. Often they can still get to a location without a long rest, if they're willing to risk some exhaustion from pushing themselves. They've only camped in the wild once so far. But still, this video was helpful in the sense that I am better forewarned about the unintended consequences of my decision.
@DMoftheMists
@DMoftheMists Месяц назад
Sounds like you've got a good handle on the situation. And I'm a big fan of both I, Strahd novels (and wasn't the first Lord Soth Ravenloft novel set in Barovia as well?), so I can completely understand matching that scale.
@Wraithward
@Wraithward Месяц назад
Thanks for the opinion piece. It isn't a PoV I've heard argued before and there's a lot of valid points to be had from it. As for the other "controversy" videos, I think one of the best things you can do is deliberate if the takes have anything new or revitalizing to add to the discussion (like this one did.) Providing those nuggets that haven't been iterated to death makes dealing with opinion backlash easier.
@DMoftheMists
@DMoftheMists Месяц назад
Thank you. For the 2nd one I have planned, I'm going to do something similar where I make an argument for something but there'll be some thought behind it and I don't think it's a perspective anyone's talked about before (but I won't be able to hide behind game design/mechanics on this one, haha)! 🫣
@DarthArachnious
@DarthArachnious 4 часа назад
We expanded Barovia, but we added new locations. Strahd didn't create Barovia. He's trapped there like we are. So there's remnants of shrines and holy places frequented by travelers. Strahd would have destroyed them like he did The Silver Knights. Destroying them didn't deconsecrate the ground. So there were places where he couldn't see us. We also had nature trying to reclaim the land. So random beds of flowers and groves of trees that aren't infested with evil.
@joshuabraddy6264
@joshuabraddy6264 25 дней назад
Great vid! Very thoughtful.
@DMoftheMists
@DMoftheMists 25 дней назад
Thank you! 😃
@minimoose7890
@minimoose7890 Месяц назад
The tiny scale is absurd to imagine the trees, mountains, lakes, buildings etc, and imagine how much of it you could see on the horizon line into the "distance". It doesn't make sense for it to be so short
@DMoftheMists
@DMoftheMists Месяц назад
Fair enough. Although on the "horizon line" point, the map as a whole very hilly/mountainous - so it's not like the people of the Village of Barovia can see all the way to Vallaki (I think people travelling to Vallaki can only see it once they're near the windmill, which is most of the journey there). I found this 3D map to be handy for getting a feel for this: www.zootlocker.com/barovia/1barovia.html
@SimonClarkstone
@SimonClarkstone Месяц назад
For specifically the problem of recovering all resources on every journey, you could patch this by making Long Rest outside of towns be less effective. There are several rules variants for this I've heard of already, but an extreme one is for a Short Rest to take overnight and a Long Rest to take a week specifically in a comfortable inn / big camp / whatever. This doesn't help with the other issues you raised though.
@DMoftheMists
@DMoftheMists Месяц назад
Yes! That's a good point and I think I've seen people suggest making those changes to rests when increasing the map size especially. It makes sense to do that. Gritty Realism I believe it's called, and it's in the Dungeon Master's Guide.
@williamgordon5443
@williamgordon5443 Месяц назад
@@DMoftheMists The problem I have with this idea of long rests outside needing to be harder, is that realistically, most settlements of this time period would only be about one day apart, especially in horror type settings. In less horror type setting, where settlements might be a couple days apart, I would imagine that merchants would setup up safe locations along main routes between settlements so that they can transport merchandise between settlements in relative safety. How many trips of sleeping outside and losing goods before a group of merchants decide to set up safe spots to protect their goods? As for sleeping off of regular routes, that is what setting up a safe location with traps to warn your party and taking watch is for. Long rests say that you only need 6 hrs of rest and can take 2 hrs of keeping watch. What else is that for other than setting up a somewhat safe location while traveling outside. And, yes, I can imagine sleeping inside dungeons would be a bad idea. I'm just commenting on sleeping outside.
@DMoftheMists
@DMoftheMists Месяц назад
Great points.
@vatril
@vatril Месяц назад
In my very first D&D game the DM ran CoS and read the map wrong. He assumed 1 Hex = 1 day of travel. It took us 4 or 5 game sessions to get from the village of Barovia to Vallaki, and those sessions were boring. Just wandering along the path with occasional random encounters. The firs 1-2 were fun, but then it just became quite monotonous.
@DMoftheMists
@DMoftheMists Месяц назад
Ahh man, that's such a shame. 1 hex = 1 _day_ ? Ouch. That's a long walk.
@dario5178
@dario5178 Месяц назад
Some good points, I will probably not go bigger than double when I run CoS.
@DMoftheMists
@DMoftheMists Месяц назад
Thanks! Yeah, I'd say if you do increase it, just doubling it is enough and is probably the maximum someone should consider (given all the reasons I said). It's riskier if it gets much bigger than that.
@Falruk
@Falruk 22 дня назад
I would say that a neat solution could be that you cannot gain the benefits of a long rest outside of a a 'sanctuary', and then certain locations count as sanctuaries, such as towns, and perhaps the vistani camp and the winery after it's free of the pest. So then you have the same problems for player resources as a smaller map, but you get to make it more reasonable for Ireena needing an escort to Vallaki, when she can't just have a day's stroll over yonder.
@DMoftheMists
@DMoftheMists 21 день назад
That sounds like it could work. A few people have commented about the "less than a day for Ireena" aspect now. I get what people mean, but surely that just goes to show how scary Barovia is as-is? That Ismark and Ireena are too scared to take a 7-ish-hour trip without help? Because Barovia is that scary; _Strahd_ is that scary. That's what the players should be thinking/realizing IMO. Sure, extending the distance / number of days justifies it even more, but I don't think it's needed. If the DM - through I&I - makes it clear how dangerous the roads might be, there's no need to make it longer. IMO anyway.
@Falruk
@Falruk 21 день назад
@@DMoftheMists Well, then to bring up your point "spend a few nights outside of settlements and realize they aren't that dangerous", if they travel to Vallaki in one day and don't really feel it's that dangerous, you also break the illusion that "it's even too dangerous to travel during daytime". Another point is that this old kind woman travels to her windmill and doesn't need any escort there. Let's say we upscale the map so that Barovia Village > Old Windmill is one day's travel, and Vallaki is one day plus an hour or two, Morgantha can keep up her ruse that she can make it to her home during daytime when it's not as dangerous.
@kythian
@kythian Месяц назад
The unknown is more terrifying than the known.
@DMoftheMists
@DMoftheMists Месяц назад
100%. At least two groups (one I played in, one I ran) can attest to that.
@L0-R3Z
@L0-R3Z Месяц назад
Depends on how much imagination one has. Those will little imagination go down into the basement when they hear a bump in the night.
@diegolamanya345
@diegolamanya345 10 дней назад
I don't really count miles. I'm very geographically impeded. I can't understand distances or spaces at all. I made the trip from the village of barovia to vallaki to last 3 days because it suited me narratively. I might be on the wrong but the players have not complained or appear to be any bothered by it
@RenjiRei
@RenjiRei Месяц назад
I use to run a large map of curse of strahd made travel between towns days/weeks instead of minutes or hours, and my players loved it, it just depends on the player if your players are ok with a harder feeling campaign.
@DMoftheMists
@DMoftheMists Месяц назад
That's true! A lot of it comes down to what the players are like and prefer, what the DM's like... It's certainly not a clear-cut thing and I don't think there's any 100% right answer for 100% of people.
@jaysw9585
@jaysw9585 23 дня назад
Could always just pull the 2e and 3e map which is 2x as big as the curse of strahd module and has 2 more cities and extra content. The map in the curse of strahd module isnt rhe whole domain, it just the portion you play in.
@DMoftheMists
@DMoftheMists 22 дня назад
Indeed. I've heard of some DMs who do that. E.g. there's a town called Immol, right? If any DMs who did this read this, I'd be curious to know how it went in your games.
@jaysw9585
@jaysw9585 21 день назад
@@DMoftheMists the base game is fine as it is. Expanding the hexes to a larger size doesn't make the story better. It's just more flavor. Adding more regions does add more content, which causes another problem. The players need room to grow, which means they will be higher level when they confront Strahd. There was a remake in the 90s of the original Castle Ravenloft that had a low level campaign and a high level one, I believe level 15, that could be used to adjust the difficulty of the castle. Do you and the players want to spend more time in Barovia? Do you want to add homebrew. Personally, I have run COS 4x now and already homebrew the crap out of it so it doesnt bother me. I have been a Ravenloft DM since the mid 90s so I know my way around pretty well. Last game, I took the players into neighboring domains.
@DMoftheMists
@DMoftheMists 20 дней назад
Sounds cool. I'm much newer to D&D (only started playing in 2018 & DMing since 2020), but I'm running a post-CoS Domains of Dread campaign at the mo, and the players and I are having a blast. They're Level 14 and in Valachan right now.
@jaysw9585
@jaysw9585 20 дней назад
@@DMoftheMists it's all good. Would really recommend checking out some of the 2e and 3e resources. 5e did a good job making the domains more interesting but they really watered down the domain lords to a pg rating. The domain lords were a lot scarier and more tragic in older editions.
@DMoftheMists
@DMoftheMists 20 дней назад
Thanks. Yeah, I've been doing that already to an extent. I tend to use 5E's VRGtR as a base / starting point, but look at older lore for further inspiration. When I ran Markovia I borrowed from Neither Man Nor Beast (especially the maps and info for the estate and the monastery), and I'm gonna do the same with Castles Forlorn when I run Forlorn. Helps to flesh it all out a bit more.
@ricku2311
@ricku2311 Месяц назад
The players only get rests if you let them. Just make sure any night outside a proper building is a deadly encounter. Preferably forcing the players to make a mad dash for the nearest village in the dark. The map shouldn't be too big, it is a prison after all. It should be just large enough so that they have to make choice between camping outside or risking exhaustion to make it to the next village😈
@popularopinion1
@popularopinion1 24 дня назад
One hex = 1/2 mile instead of 1/4 mile. Bigger, but not so big that moving at a fast pace isn't a viable option for covering the distance before nightfall
@StefanLokietek
@StefanLokietek 27 дней назад
I made 1 hour per hex, makes every major location 1 to 2 days travel from any other safe haven. Enough for a random encounter or two, without getting tedious.
@DMoftheMists
@DMoftheMists 21 день назад
Can I ask what your reasoning was for increasing it to 1 hour per hex?
@MarshmallowMadnesss
@MarshmallowMadnesss 29 дней назад
Stretching it too much makes Barovia feeltoo empty. However RAW, its just a short afternoon hike to take Ireena to Vallaki.
@diegolamanya345
@diegolamanya345 10 дней назад
The way I do long rests is that the hags are worshippers of dendar and every night the serpent devours the dreams of all barovians. So noone gets to long rest, ever. Unless they eat one of the dream pastries. It's evil, and I love it.
@DMoftheMists
@DMoftheMists 10 дней назад
Oof, that sounds brutal (but in a good way)... 😈 If people never get to long rest, then how do you handle stuff like Hit Dice recovery, spell slot recovery, etc.? EDIT: Ohh unless they eat a dream pastry. Got it. Ohh that _is_ evil...!
@diegolamanya345
@diegolamanya345 10 дней назад
@@DMoftheMists the players have been forced to accept that they just don't have any other choice, so they have been buying and eating the pastries from morgantha. I have planted a plot hook in which if they manage to restore the three fanes then the ability to long rest in Barovia will be restored. Once this happens I'm certain they'll go after the hags with vengeance on their hearts.
@mammonclarke
@mammonclarke 27 дней назад
I am sorry but I think you are completely wrong in your judgement on this topic. I have to disagree in regards to you having more hit dice if you make the map bigger. If you make it bigger so on average the party has to spend 1 night outside, the whole point is that there will be some type of encounter that makes it impossible to have a long rest. Strahd is not going to allow the party to go off on some boy scout overnight camping trip. If you can get from the village of Barovia to Vallaki in just a daytime hop down the road, Ismark could have easily gotten his sister to Vallaki without the party's help. Trade between the towns would be easier. You need a nighttime on the road to not just be scarier for the party but for the citizens as well. Making it an overnight excursion through the dangerous Svalich woods is what makes each location an island surround by a sea of terror. It makes the party think and prepare before heading out each time. Making multiple trips back and forth between locations becomes far more dangerous. There are enough possible oitdoor encounters within the game and plenty of gothic horror troupes out there to ensure that each night is something different and depending on the status, health and condition of the party. As for your point that once they survive outside because younare jotngonna TPK them with some wolves, well first off if it is still early in the game mayne they will TPK unless they run on the road back towards the village barovia and even if they do best them they are not gonna think "That wasn't so bad" as you state. They are going to think "Shit evey time we are stuck iutside at night something attacks us and we get no rest." I am not trying to be mean or anything but even after hearing you out, and actually even more.than before your opinion, I think the exact opposite is true. Making it bigger is not only better it is necessary.
@DMoftheMists
@DMoftheMists 25 дней назад
Thanks for passing on your thoughts, and also for doing so in a respectful way. Sorry for the delay in replying - I've been sick the last few days. You make some well thought-out points, and removing long rests from journeys would indeed entirely side-step the main issue I raised, but your version sounds brutal, perhaps too brutal - in an already brutal campaign. Now I'm not saying that means you're wrong, but out of interest, have you run CoS, and if so, have you run it in the way you've described? And if so, how did it go? I'm not meaning to sound gatekeepery at all, but because I think it's one of those things where DMs _think_ making it harder than it already is automatically makes it better (in theory), and that not making it near-impossibly hard isn't true to the CoS spirit, but the way you describe it - while it sounds awesome running it as a DM - sounds like it'd lead to burnout and frustration for the players, so that'd be something I'd be conscious of. But then again I guess it depends on the players as well. If you have veteran players who want a challenge and love horror, they'll probably welcome it. Other types of players, not so much. My video was more aimed at DMs who may think "I want to make the make bigger" without giving it much further thought beyond that, not realising the wider consequences of doing so. In your case, you've obviously thought about it and suggested measures to counteract it (by not allowing long rests at all) - in which case power to you. I meant to mention this in the video as well but forgot, but I read a thread once where a DM said they made the map bigger to "make Barovia scarier" but also didn't bother with on-the-road encounters because they didn't like them(!), soo… y’know, that's not good. Maybe that's an extreme example, but my advice was meant for people who increase the map but then maybe also keep everything else as-is (the random encounter types, their frequency, etc.) or make other changes that actually undo the effect they’re going for. In your case, while I don't think I'd ever run it the way you've said, with the right DM and players, it could work well - but I don't necessarily think it'd be that way for everyone. Here's an analogy I thought of. RAW CoS (and RAW CoS map size) is Dark Souls. Your version is Dark Souls on hard mode. When people make the map larger but don't compensate for the change they've made, they think they're gonna get Dark Souls on hard mode but may be accidentally making Dark Souls on easy mode. That's what I'm trying to get across. I don't think that means my way is easy - it's just not as difficult as yours, as yours is harder still. I've also seen stories (on Reddit, etc.) where CoS DMs complain that their players get to a point where they don't want to leave settlements. Now this might be due to lack of direction, but I bet once or twice it's been because the journeys have been too long and too tough. Every DM wants to make CoS scary and hard, but making it _too_ scary and hard can equally bring problems and bring campaigns to a halt. I do also partially disagree with - and could argue against - the points about Ismark & Ireena "hopping down the road" and what you said about the trade between towns, plus there's the fact that making the distances longer risks drawing out the campaign (which may be fine for a long-lasting campaign and if the players are fine with that and invested), but this comment's already pretty long as it is. Thanks again.
@mammonclarke
@mammonclarke 5 дней назад
@@DMoftheMists Hey thanks for the long reply. I definitely respect your opinion. Yes I have run it twice this way. Neither time would I say it was too brutal. In neither campaign was there a TPK and actually none of the players had to roll up a new character, they all survived till the end. Also you don't have to throw a deadly encounter at them every time they step outside. I am not fan of random encounters .I feel as a DM you should know your players, the characters, and their current status before deciding what they might or might not encounter on the road. As an example in one of the campaigns, while on the road they stopped for the night to make camp and they were pretty beat up. It was on the way back from Berez so they were not in the best shape. My players were all talking about where they were headed and what they were going to do next and when they said they were taking a long rest I gave them plenty of opportunity to say it but they never said they were going to post watch. They all went to sleep. so they awoke to hearing logs being thrown onto the fire and poked their heads out of their tents to find Strahd sitting in a chair poking at the fire. They were shocked and horrified for sure. Strahd was just there to express his impatience that they had not yet accepted his invitation to dinner and maybe they needed a little incentive. It was also a moment for him to let them know that one among them could not be trusted and had already made a deal with him. Once the conversation started to become rude, mostly because of the parties Paladin, Strahd got annoyed whistled into the night then vanished in a cloud of mist. A pack of wolves then came crashing into the camp. At this point the party was high enough level that the fight only last a round but it ended their chance at a long rest. My point being that each encounter on the road at night doesn't need to be deadly. Another night they got drunk with a group of traveling Vistani. That night they did get a long rest on the road. I also expanded COS in other ways and have implemented some of the suggestions from Lunch Break Heroes here on RU-vid. They have many great ideas for giving more depth to the campaign. I don't follow all their advice but a lot of it was really good.
@PangoriaFallstar
@PangoriaFallstar 4 дня назад
Are you telling me you can eldritch blast across hexes?
@DMoftheMists
@DMoftheMists 14 часов назад
Chuck a zero at the end of its range, and it's a hard maybe for sure.
@PangoriaFallstar
@PangoriaFallstar 14 часов назад
@@DMoftheMists one of the invocations: Eldritch Spear + Spell Sniper, gets halfway there (600ft), so not fully middle to middle, but that's a lot more than I expected.
@DMoftheMists
@DMoftheMists 13 часов назад
Holy moly. That is indeed about halfway there. (Note to self: don't sing Bon Jovi, don't sing Bon Jovi, don't sing Bon Jovi...)
@dking6021
@dking6021 9 дней назад
mate please, in the future, theres 3 minutes of you saying "people make maps bigger that could be bad" and just edging us on why, at least say sort of reasoning so I can decide on if there is anysense to it,
@dking6021
@dking6021 9 дней назад
8mins...
@dking6021
@dking6021 9 дней назад
so like, I think the better solution is either adding in longer long rests, or only long rests in "safe" places, ie towns, look at Darker Dungeons (homebrew packet) so you can have a camping system to get some hitdice back, but you long rests you need to wait a week so be in a safe space, tho I also like just take a day in a fortified place. This both makes travel important, and means that the party will have lost some resources by the time they make it to the sites
@DMoftheMists
@DMoftheMists 9 дней назад
Thanks for your feedback. I do - after a brief intro and then explaining why people do it, I explain it's because of the long rest and Hit Dice recovery issue. That's about 5 mins in (bearing in mind the intro is the first 1-2 mins). It's not 8 mins (as per your other comment). It wasn't my intention to pad out the video or "edge [people] on" or anything like that. But sure, I'll bear this in mind for future videos I put out. Thanks again.
@dking6021
@dking6021 9 дней назад
Also what you are describing about players going from site to site is the players actively making decisions to make the game harder, with such a small map there is nothing stopping them from just taking a long rest and going to and from safer places to long rest each time, or to travel up and down the map long resting before taking on things on opposite sides of the map, same as your problem of larger spaces
@dking6021
@dking6021 9 дней назад
I do think that you can also mess with strahds stat block, there's isn't really a reason you cant say that his mist form couldn't last longer, or move faster then the basic vampires one, when I played in the game my dm buffed the hell out of strahd, and we still kicked his ass, so I would say that I see some merit to your point of view if you consider game rules immutable, but I think in this case changing the game rules to fit the campaign better is actually the better move, If I went to run this I would actually consider looking into older maps tho and also adding in the extra settlements as if the map is bigger the kingdom might start to feel empty
@alhyde1269
@alhyde1269 28 дней назад
Barovia village cannot be very far from the Durst Mill. You know very well why.
@DMoftheMists
@DMoftheMists 27 дней назад
I take it you're referring to poor Granny's old, tired legs...? 😉 That's another reason for not increasing the map size. The trip between the two doesn't become feasible - when it comes to 'shopping' for 'ingredients' - if the distance is made even longer than it already is. Good catch with that one.
@diegolamanya345
@diegolamanya345 10 дней назад
@@DMoftheMists Granny's old tired legs you say? sure sure
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