Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Are DMs getting lazy?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manchu" data-source="post: 6552473" data-attributes="member: 6791825"><p>Using mat + minis was indeed the default assumption of 4E ... just like using the board is the default assumption of Monopoly. I guess people could just memorize where all the properties are in Monopoly. If they can't, does that make them idiots? In all seriousness, relative position in 4E is not a matter of rough estimates. Not using a mat + minis in 4E is playing on nightmare mode.</p><p></p><p>Moving on to the word "tactics." There is a difference between "tactics," by which we mean a method of tackling a threat in combat, and "Tactics," which is a word you staple onto the end of a video game title to indicate it is played by moving around combat units on a grid, e.g., Final Fantasy Tactics.</p><p></p><p>The latter meaning, which applies to the combat systems of 3E and 4E (IMO 4E just does it better), necessarily entails more complicated encounter design for reasons stated above. To wit, "A 4E encounter is perforce a miniatures skirmish scenario. You need to know not only what monsters are present but also how their abilities synergize. That in turn means relative starting location is important, as between the monsters themselves as well as between the monsters and the PCs. Then there's terrain. If you want a really memorable set-piece, terrain should also be interactive or at least dynamic. All of this entails a lot discrete design decision points. Considering and "solving for" each of them creates value, even if the conclusion turns out to be generic. 5E, at least in its default form, doesn't assume any of this stuff."</p><p></p><p>Which brings us back to my initial point about published modules: Why would anybody want them and complain about not enough of them being published? Well, for 4E DMs, they represent a lot of the work (and it is work) of encounter design being already done so the DM can instead focus on preparing to actually run the encounters. There's lots and lost of "value added" there IMO. With 5E, this is far less important. The published adventures just don't have the same value because the nature of the game itself is less complicated. But what you do get is setting info and a plot arc (also available in 4E modules).</p></blockquote><p></p>
[QUOTE="Manchu, post: 6552473, member: 6791825"] Using mat + minis was indeed the default assumption of 4E ... just like using the board is the default assumption of Monopoly. I guess people could just memorize where all the properties are in Monopoly. If they can't, does that make them idiots? In all seriousness, relative position in 4E is not a matter of rough estimates. Not using a mat + minis in 4E is playing on nightmare mode. Moving on to the word "tactics." There is a difference between "tactics," by which we mean a method of tackling a threat in combat, and "Tactics," which is a word you staple onto the end of a video game title to indicate it is played by moving around combat units on a grid, e.g., Final Fantasy Tactics. The latter meaning, which applies to the combat systems of 3E and 4E (IMO 4E just does it better), necessarily entails more complicated encounter design for reasons stated above. To wit, "A 4E encounter is perforce a miniatures skirmish scenario. You need to know not only what monsters are present but also how their abilities synergize. That in turn means relative starting location is important, as between the monsters themselves as well as between the monsters and the PCs. Then there's terrain. If you want a really memorable set-piece, terrain should also be interactive or at least dynamic. All of this entails a lot discrete design decision points. Considering and "solving for" each of them creates value, even if the conclusion turns out to be generic. 5E, at least in its default form, doesn't assume any of this stuff." Which brings us back to my initial point about published modules: Why would anybody want them and complain about not enough of them being published? Well, for 4E DMs, they represent a lot of the work (and it is work) of encounter design being already done so the DM can instead focus on preparing to actually run the encounters. There's lots and lost of "value added" there IMO. With 5E, this is far less important. The published adventures just don't have the same value because the nature of the game itself is less complicated. But what you do get is setting info and a plot arc (also available in 4E modules). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Are DMs getting lazy?
Top