http://www.wizards.com/default.asp?x=dnd/ab/20060728a
Ok. Why isn't this in the DMG? or DMG2?
I like this column. I like it a lot.
Cheers!
Ok. Why isn't this in the DMG? or DMG2?
I like this column. I like it a lot.
Cheers!
MerricB said:Ok. Why isn't this in the DMG? or DMG2?
Why do I get the feeling that some old school DMs will disagree with this statement?Article said:Tailoring an adventure to show the heroes in the best light means more fun for everyone. Making an adventure that plays to the party's weakness might be fun for you, but will only frustrate your players. Don't take away their spells, sneak attacks, or combat items very often -- those are the tools of heroism and the key to fun. Instead, give those strong points a challenge and a chance to shine.
Because some (but not most) still think D&D is an adversarial game. Creating challenges is fun. Setting out to screw players is both terribly easy and terribly dull.FireLance said:Why do I get the feeling that some old school DMs will disagree with this statement?
At the same time, just because you map an encounter doesn't mean that it will be played. Some areas are never explored, after all, and not every encounter leads to combat (some are resolved or defeated through stealth, magic, bribery, or roleplaying). So if you do want the PCs to level up after your adventure then you'll need more than 13 party-level encounters to provide enough options and fallbacks if the party doesn't follow the expected path.
But not necessarily the same XP as confronting it directly.Corsair said:Except that those encounters that are resolved through stealth, magic, bribery or roleplaying should STILL GRANT XP.
Except that those encounters that are resolved through stealth, magic, bribery or roleplaying should STILL GRANT XP.
Land Outcast said:...But not those which are avoided by tossing a coin and choosing to go left instead of right...