How do we know what expeses they might owe? There is a convenient list just above this statement, broken down into "one-time expenses" and "recurring expenses". The sidebar states "If the characters have unpaid expenses, subtract one from the roll fore each 1GP they owe". You don’t have to renovate in order to be open for business. What would be some good ways to put some extra gold in their pockets and encourage them to renovate? What are some good contingency plans if that's just not what the players are interested in doing? Am I missing something? Running a tavern in the city is a cool idea but it doesn't seem feasible given this set up. What if the characters would rather sell the property or not remain there for whatever reason, how would chapter 3 work? What if none of the characters are interested in joining these factions and they don't want (or don't have the money) to run a business? There's nothing else presented for them to do. In general, chapter 2 feels very weak amidst an otherwise well written adventure. The characters could potentially secure a loan or ask for favors from recently acquired friends, but the adventure doesn't mention any of this. The Zhentarim quest is the only one that rewards any money, and it's only 50 gp per character. Even if the treasure is found, would the players really want to sink *all* of their funds into a business rather then buying adventuring gear or services from the other nearby businesses? The level 2 faction quests don't help with this. A hidden room is easy to miss and without it low level characters won't have enough money. Where does a party of level 2 characters get this much gold? There is one hidden room in the Zhentarim Hideout with almost enough treasure to cover this cost. If you do, use DEX unless you get alternate armor sources like a Tortle does.In the Waterdeep Dragon Heist adventure, chapter 2 seems to strongly encourage the players to renovate the tavern and run it as a business. If you substitute GWM for the Crusher feat, however, then PAM will be very useful for those opportunity attacks AFTER you get Sentinel. Reckless attack giving you advantage will considerably increase the hit rate of the GWM +10/-5 attack, and you'll score crits more often so that you can grab the full damage dice bonus action from GWM rather than the 1d4 from PAM.īeyond that, paladins (Any subclass) and hexblade blade-pact warlocks (Use CHA, not STR) can also build with these relatively well.Ī monk could use Sentinel, but PAM will only be useful for the opportunity attacks, and GWM would be useless. Cavalier won't have much use for Sentinel (it gets similar features for free as its subclass features), and Eldritch Knight will have some competing options for bonus actions.īarbarian is another useful one. Nearly any subclass for fighter will work, although avoid arcane archer. They'll also be frontliners, so many opportunities for PAM and Sentinel to be useful. In particular, fighter will have the most attacks, and thus can do the most damage theoretically via GWM. For most cases, I'd start off with PAM, although GWM might be better if you start off as a barbarian. Any melee class other than rogue and monk can work pretty well with most of those.
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