After a couple of missing weeks the column returns
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140421
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140421
Simplicity and complexity aren't always the same thing...
I'm still unsure about how assigning an XP budget to an entire adventure works. I understand (I think) that it means an entire adventure/dungeon/whatever has a XP budget, and you choose components while using that budget as a guideline. However, I'm unsure how that helps gauge the difficulty of a particular component of that adventure or a specific encounter.
Yes, that's great news. It's the best of both worlds. In general, I prefer the 4e style, but it's nice to able to "stat up" a creature from the ground up every now and then.I like that we will be able to create monsters both from the ground up AND by using templates.
Legends & Lore said:When creating an adventure, you start with an XP budget and a suggested number of encounters. You can create individual encounters, stock a dungeon level from that budget, or simply use the math as a guideline for winging it. Monsters have an XP value, and once you've spent your budget on monsters and other threats, you've got a solid foundation of encounters to match to your map, your NPCs, and the other creative elements of your adventure.
Legends & Lore said:For example, the materials we've assembled for dungeon creation allow you to create and stock a dungeon using elements from a number of different tables. The initial ideas you can generate from the tables determine where the dungeon is located, what's above it, who built it, why they built it, and who lives there now. Other tables allow you to randomly generate a dungeon map and room contents, including monsters, mysteries, and other elements.