There's definitely a place for "we're done with that now, here's a spell so you can stop thinking about it and focus on new stuff" abilities that create tiers of adventure.
But, of course, 5E isn't built for tiered adventures.
The DMG talks about different "tiers" of adventure in which "their ability to change the world around them grows," but this is all window-dressing.
In terms of structure and mechanics, the tiers are basically defined entirely by which Monster Manual stat blocks you're fighting.
Local Heroes "navigate dangerous terrain and explore haunted crypts where they fight orcs..."
Heroes of the Realm "venture into fearsome wilds and ancient ruins where they confront savage giants..."
Masters of the Realm "explore uncharted regions and delve into long-forgotten dungeons where they confront terrible masterminds of the lowers planes..."
Masters of the World "traverse otherworldly realms and explore demiplanes and other extraplanar locales where they fight savage balor demons..."
Those are all the same thing: Explore dungeon. Fight monsters. Get reward.
To be fair, Masters of the Realm are supposed to "found guilds, temples, or martial orders." But whereas in the oldest editions running these orgs was a different type of adventure, in 5E they are presented as bigger rewards granted for going on the location-crawl adventures.
Beyond the fact that the DMG literally says that, the other telltale is that there are no mechanics for running organizations and no guidelines given for creating org-running adventures.
It's explicitly and intrinsically window-dressing: The stakes of the dungeon adventure are now "save the kingdom" and the rewards are "the king gives you a fortress." Just like they were previously "save the village" and "cool magic sword."
And that's fine: Nothing inherently wrong with a game focusing on just one type of adventure. Nor is 5E the first version of D&D to do this.
But if that's your goal, it's a mistake to keep all these "skip the adventure" abilities in the game. And another mistake to keep cranking down the level at which they're available until every 1st level group should be assumed to have them.
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My biggest gripe about 5E #DnD is that it often models specialization by trivializing the associated actions.
If you're interested in X, you design a character who's good at X. But the result isn't doing more X. It's that X becomes automatic and is no longer part of the game.
Take #TombOfAnnihilation, for example. A big chunk of the campaign is mounting a wilderness expedition into the heart of darkness!
If that's exciting for you, you'll pick a character class that can really contribute to that part of the campaign! Rangers and druids, for example.
ToA models the challenges of the expedition through travel speed, a Navigation check, and Dehydration.
A Ranger's Natural Explorer ability eliminates travel speed variation and auto-succeeds on the Navigation check.
Live-tweeting reactions to #IcewindDale: Rime of the Frostmaiden, but trying something different: I'll have one thread of stuff I didn't like (this one) and another thread of stuff I did (link below).
As with previous live-tweeting threads and Remixes, my emphasis here will not be "this bad, me hate"; expect critical thinking and in-depth discussions of scenario structures and best DM practices.
Live-tweeting reactions to #IcewindDale: Rime of the Frostmaiden, but trying something different: I'll have one thread of stuff I liked (this one) and another thread of stuff I didn't (link below).
The Bad thread will inevitably be longer (because explaining a problem always takes more time than saying "this good, me like"), but I'm hoping this will do a better job of emphasizing all the cool stuff #IcewindDale has to offer.
This really emphasizes why I think 5E's passive Perception is dumb.
Step 1: Note passive Perception scores.
Step 2: Arbitrarily set a Perception DC.
Step 3: Compare your arbitrary Perception DC to the passive scores you already know.
Step 4: Why the fuck are you doing this?
A revelation is any conclusion the PCs can make or need to make (supported by the Three Clue Rule).
A revelation CAN be a node (i.e., we need to go check out that location/character/organization/event), but it can also be stuff that isn't a node (i.e., the runes are Achaean).
In my more recent work I've started talking about clues & leads, where leads point you to places where you can continue investigating (i.e., new nodes) and clues point to other types of revelations (often the solution to the mystery, e.g. Bob's the killer).