Never liked that module myself. The difficulty was completely trivial except for one deathtrap (the sphere) and a new made-up monster that was either ridiculously overpowered or a joke, depending on whether or not you knew the trick. Only monster worse that that is the @&@^$% cat-humping tarrasque. IIRC the only thing to fight in there was a multi-armed skeleton which was talked up as being bad-ass, while in reality it would be lucky to last a round.It was originally a competition module. I honestly wouldn't recommend it to anyone running a campaign where story was in the front seat and player character deaths were rare. I can't see ever running a first edition campaign but should something really unlikely occur I'd want to run it as some sort of "your minds are invaded by memories not your own" as the party falls unconscious and then goes through the terrible history of another adventuring group that sought fame and glory in the tomb.
Sorta like that Roy game in Rick and Morty. Exp to be awarded for how well the players do (to encourage them taking it seriously) but no real chance of their regular characters dying.
I was actually silly enough to run it once. I warned the players it was supposed to be dangerous. So they used golems and move earth spells and simulacrums to just dig the whole place up to reveal the entire layout of the place, and then just amused themselves with stone-tell and such to find out what was inside each area then just broke in wherever amused them, clear out that bit, then rinse/repeat. Its was just silly, and not in the good way.
Remember that it was a one-shot, they were pre-warned, and I already thought the module was dumb and vastly overrated so I didnt care. In normal play they have time limits or other issues that mostly prevent that kind of thing.Anytime players start doing shit like this one of three things happen. 1. I realize way before we get to that point that I'm playing with dildo necks I cant stand and so I find a better group. 2. I realize my friends are tiring out in the current campaign so we wrap things up to start something new and fresh. 3. The players quickly learn that as smart as they think they are the main baddy (Me) is smarter and has prepared many ways to shut down their cheese.
I'm starting to look into playing a game of either DnD or Pathfinder with a couple of friends and my brother.
Online obviously. Roll20 seems like the way to go.
To be clear, I haven't played since forever, so I'm basically starting over. Same with the people I'm playing with. They know the game, understand the basics. We all started listening to Glass Cannon and now we want to play.
It's likely going to be up to me to DM otherwise it wont happen.
Is Lost Mine of Phandelver a good start?
I bought the D&D starter set a few months back and that's what came with it. I see it's in Roll20. I'm looking for easy to DM but fun for beginners.
Concur with Fantasy Grounds. I can't speak for the DM side, but Hatorade sung praises of it. As a player I found it easier to use than Roll20 with little to no issues.Fantasy Grounds is what I would recommend purely because the Roll20 owners are fucking twats. I have not played it yet but I've heard numerous times Lost Mines is a solid adventure, particularly for new folks or people that have not played in a long time.