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4E Poorly Rated on Amazon...
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<blockquote data-quote="marv" data-source="post: 4320776" data-attributes="member: 52903"><p>Just found this INTERESTING quote (above) from your blog. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>Yes, the other DMGs had two key design philosophies which the 4th Ed. did not:</p><ul> <li data-xf-list-type="ul">Some rules (such as details on magic items) are better left in the DM's hands. A more experienced DM can use this to his (the campaign’s) advantage. A less experienced DM is better off with the players helping out with the rules. What putting certain rules in the DMG does is keeps more of a sense of mystery during the game. This is not a miniatures or board game we're playing. It's one of mutual story telling that's only possible if the DM has a leg up on certain rules.</li> </ul> <ul> <li data-xf-list-type="ul">Provide tables and details which a DM can use to turn his own ideas into an adventure or campaign without him/her having to buy anything else. A more experienced DM is much more likely to invent his own. Before I had kids, I used to make my own settings and adventures completely from scratch. That would be impossible with the 4th Ed. DMG as my only aid. Sadly, with time short, I'm currently forced to rely heavily on store bought material (currently The Shackled City, by Pazio). However, eventually, my kids will leave the nest and I'll have time to make my own worlds and adventures again.... the 4th Ed. DMG would be a poor choice for me to get ideas and building blocks from.</li> </ul></blockquote><p></p>
[QUOTE="marv, post: 4320776, member: 52903"] Just found this INTERESTING quote (above) from your blog. :cool: Yes, the other DMGs had two key design philosophies which the 4th Ed. did not: [list]Some rules (such as details on magic items) are better left in the DM's hands. A more experienced DM can use this to his (the campaign’s) advantage. A less experienced DM is better off with the players helping out with the rules. What putting certain rules in the DMG does is keeps more of a sense of mystery during the game. This is not a miniatures or board game we're playing. It's one of mutual story telling that's only possible if the DM has a leg up on certain rules.[/list] [list]Provide tables and details which a DM can use to turn his own ideas into an adventure or campaign without him/her having to buy anything else. A more experienced DM is much more likely to invent his own. Before I had kids, I used to make my own settings and adventures completely from scratch. That would be impossible with the 4th Ed. DMG as my only aid. Sadly, with time short, I'm currently forced to rely heavily on store bought material (currently The Shackled City, by Pazio). However, eventually, my kids will leave the nest and I'll have time to make my own worlds and adventures again.... the 4th Ed. DMG would be a poor choice for me to get ideas and building blocks from.[/list] [/QUOTE]
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