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General Tabletop Discussion
*TTRPGs General
D&D “Essentials” as a product line = making it less daunting to get into the game?
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<blockquote data-quote="Neonchameleon" data-source="post: 5353909" data-attributes="member: 87792"><p>And in your day the DM had to walk ten miles to the game, uphill both ways. And make the rulebooks out of wood-pulp, printed using carved potatoes.</p><p> </p><p>The incredible balance of 4e is <em>information</em>, pure and simple. As a DM, I know what I can throw at my party as a fair fight, what's going to push them to their limits, what they are just going to run from, and what's not worth resolving. If anything this makes it <em>easier</em> to throw things at the PCs because I can aim much more precisely and don't have to leave the margins I would in earlier editions. Or I can throw a wandering band of ogres at a first level party the way I did last week (they ran - just as well for them).</p><p> </p><p></p><p> </p><p>"Kill them all and take their stuff?" Oh, wait. "Dont' use wandering monsters more than two levels above the PCs?" Nope.</p><p> </p><p></p><p> </p><p>Tell it to Irontooth! But Action Heroes who don't lose often is indeed the expected playstyle.</p><p> </p><p></p><p> </p><p>Agreed. But that doesn't mean you can't cut down the workoad.</p><p> </p><p></p><p> </p><p>False. The social element is much better face to face, there are fewer griefers. You get to write the adventure you want.</p><p> </p><p></p><p> </p><p>On the other hand, nothing can mess up a game more than a bad DM. Trying to reign them in so the worst games are at the very least average while the good ones can take the system and run is probably the best compromise. (If you want the worst one, load the game down with cursed items and encourage the DM to be a dick).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5353909, member: 87792"] And in your day the DM had to walk ten miles to the game, uphill both ways. And make the rulebooks out of wood-pulp, printed using carved potatoes. The incredible balance of 4e is [I]information[/I], pure and simple. As a DM, I know what I can throw at my party as a fair fight, what's going to push them to their limits, what they are just going to run from, and what's not worth resolving. If anything this makes it [I]easier[/I] to throw things at the PCs because I can aim much more precisely and don't have to leave the margins I would in earlier editions. Or I can throw a wandering band of ogres at a first level party the way I did last week (they ran - just as well for them). "Kill them all and take their stuff?" Oh, wait. "Dont' use wandering monsters more than two levels above the PCs?" Nope. Tell it to Irontooth! But Action Heroes who don't lose often is indeed the expected playstyle. Agreed. But that doesn't mean you can't cut down the workoad. False. The social element is much better face to face, there are fewer griefers. You get to write the adventure you want. On the other hand, nothing can mess up a game more than a bad DM. Trying to reign them in so the worst games are at the very least average while the good ones can take the system and run is probably the best compromise. (If you want the worst one, load the game down with cursed items and encourage the DM to be a dick). [/QUOTE]
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D&D “Essentials” as a product line = making it less daunting to get into the game?
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