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General Tabletop Discussion
*Dungeons & Dragons
DM Rules that Need to be in Basic
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<blockquote data-quote="GMMichael" data-source="post: 6386924" data-attributes="member: 6685730"><p>I was a bit confused as well when I saw the Basic Monster Manual called a Basic "DMG." But really, what do you need that isn't in a previous DMG, or already in the PH?</p><p></p><p></p><p>The DMG, if I have a nose for this, is going to provide a lot of optional rules. Things like tactical grid combat and bonuses beyond AD IN/AD OUT. And of course, magic items. Prestige classes. So, for your $50, you won't be getting a lot of "how to play" anyway.</p><p></p><p></p><p>Admit it. Monsters carry too much treasure. And if your enemy has cool magical gear, he should probably be using it to try and kill you. Along with those considerations, just whip out your 3e DMG, find the pay scales for hirelings or character upkeep, and toss one month's worth of income into the nearby chest.</p><p></p><p></p><p>The Starter set printed up encounters up to level 5, right? Try this: drop the encounter on your PCs early. If they die like dogs, let them wake up in the local shaman's hut, with a few scratches. After all, a long rest gives all hit points back.</p><p></p><p>If they fight like lions, well, you'll have to beef your boss encounter up a bit before using it as such, won't you?</p><p></p><p></p><p>Traps are easy, if you're figured out how to gauge the NPCs. A trap can perform one good attack (damage-wise) that a PC could of one lower, equal, or one higher level. Treat your trap like a character - give it a few proficiencies, and relevant ability scores (for determining modifiers).</p><p></p><p>Soon, you'll have a plethora of ideas.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6386924, member: 6685730"] I was a bit confused as well when I saw the Basic Monster Manual called a Basic "DMG." But really, what do you need that isn't in a previous DMG, or already in the PH? The DMG, if I have a nose for this, is going to provide a lot of optional rules. Things like tactical grid combat and bonuses beyond AD IN/AD OUT. And of course, magic items. Prestige classes. So, for your $50, you won't be getting a lot of "how to play" anyway. Admit it. Monsters carry too much treasure. And if your enemy has cool magical gear, he should probably be using it to try and kill you. Along with those considerations, just whip out your 3e DMG, find the pay scales for hirelings or character upkeep, and toss one month's worth of income into the nearby chest. The Starter set printed up encounters up to level 5, right? Try this: drop the encounter on your PCs early. If they die like dogs, let them wake up in the local shaman's hut, with a few scratches. After all, a long rest gives all hit points back. If they fight like lions, well, you'll have to beef your boss encounter up a bit before using it as such, won't you? Traps are easy, if you're figured out how to gauge the NPCs. A trap can perform one good attack (damage-wise) that a PC could of one lower, equal, or one higher level. Treat your trap like a character - give it a few proficiencies, and relevant ability scores (for determining modifiers). Soon, you'll have a plethora of ideas. [/QUOTE]
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