Steely_Dan
First Post
Love it, no more child-saftey/kiddie versions of D&D (all round edges, don't worry, sport...).
However, I think that neglects the newbie DM who simply doesn't know better. He may see a medusa and think "Cool!", not realizing until after the TPK that he may have done something undesirable.
Also, it neglects groups that want to use iconic creatures with SoD abilities, but don't want to make their campaigns gritty. I don't mind PC death, but I hate high PC turnover. It screws with campaign continuity fiercely. I've played in quite a few campaigns where none of original characters survived through level 5, and the campaigns typically fell apart shortly thereafter.
In the latter two cases, putting some "training wheels" on SoD creatures (with the option to remove them) could significantly affect a campaign. The newbie is far less likely to accidentally derail his campaign, and I can run a campaign in my style, while Imaro takes the training wheels off and runs his games hardcore.
You know, again, I think this falls under the realm of good encounter design. IMO, a newbie DM needs good encounter design advice moreso than restrictive mechanics. If the DM is educated on usage, ramifications, etc. of certain monster types (like SoD monsters) then we won't have the problem you cite in the above post. A DM can choose whether to use, not use or houserule the SoD creature. What I don't agree with is taking them out the game because a particular subgroup doesn't like their mechanics (Though IMO, this would have been where the 4e multiple monster setup could have really shined and accomodated different playstyles).
Thank you, yes. If the DM ignores how to set DCs, then pg. 42 in 4e also becomes "mother may I" play. If you can't trust your DM to follow the rules, then you shouldn't play with them.That's only true if the DM ignores how to set DCs. DCs are supposed to be set based on the task's difficulty (DM Guidelines, page 2). If you ignore that, then I can see the game turning into mother-may-I play in some cases.
I agree that good encounter design advice is crucial. I don't consider it to be sufficient though. After all, I still recall when I was a kid teaching myself D&D, when I'd peruse sections of the books that I found interesting and ignore the rest. Magic items garnered a great deal of my interest in those days; encounter design advice, not so much.
Once I was a bit older and got around to reading the guidelines in the DMG (and even moreso, advice on ENWorld) I definitely agree that I became a better DM for it. A new DM will most likely read the rules (or, at the very least, the rules he's most likely to need) but there's no guarantee he'll do so with sections of advice.
See I don't think I can get down with this... it seems to imply that since a subset of DM's won't read the books thoroughly, but also want to run the game correctly, then we should remove anything that might be challenging (and possibly interesting) for all DM's to use. I honestly believe that if you don't read the books thoroughly then you've made a conscious choice to figure it out on your own (which honestly can be a whole different type of fun if everyone is down for it) and thus yes, you will get TPK's, Monty Haul campaigns, etc. But that's your choice.
I really like the way the Medusa is written up in the playtest.