This is presented as a turning the "exploration and mapping of Chult into a tactical, initiative-based minigame." However there wasn't much about it that was innovative or interesting in this regards. It is mostly a repackaging of the rules rules from the PHB/DMG and the ToA book while adding an initiative order to each day.
That being said I did like the concept of the Scouting and Predict the Weather actions. The former gives some inspiration for things a point/flanking character could do to detect threats/points of interest instead of just "roll me a Perception (Wisdom) check." Predict the Weather helps with planning and is a great new action for the Exploration phase.
Unfortunately nothing really ties together to create the tactical minigame and it totally ignores magic spells, abilities, and items. This feels it would have been better served as a blog post.
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