Paul Farquhar
Legend
It doesn't. But why would a dungeon need additional DMG content, when all the possible adventure locations that are not dungeons do not?Why does it need to be non-dungeon? It's the same answer for both.
It doesn't. But why would a dungeon need additional DMG content, when all the possible adventure locations that are not dungeons do not?Why does it need to be non-dungeon? It's the same answer for both.
What inspiration? You've already said you dislike heavy lore in the core books and think it should fit on a Post-It note, so unless you get inspired by pages and pages of dragon stat blocks, I'm not seeing it.Agree to disagree then. If I am flipping through a MM, it is because I want inspiration -- and 90% of the time I want inspiration within a context (a category of monsters). If I am not looking for inspiration, I can just go to the alphabetical index to find where the creature is, if for some reason I don't know what category it falls under.
Once again, you are failing to recognize the difference between Lore and Description and then feigning confusion because of it.What inspiration? You've already said you dislike heavy lore in the core books and think it should fit on a Post-It note, so unless you get inspired by pages and pages of dragon stat blocks, I'm not seeing it.
Which is exactly what I described. I am not sure I understand what your issue here is.Now, if each section was a treatise on the given monster, with adventure hooks, background lore, sample lairs, variants, etc
Because you aren't reading what i wrote: if I want a fiend for an adventure, but I am not sure what I want, having them all in one location means I can easily flip through and find one I like. If I already know what I want, I go to the alphabetical index.I could see it. But just putting all the fiend statblocks into one chapter isn't any more inspiring than alphabetizing them.
Because you still haven't meaningfully defined the difference between the two except to say things you don't like are lore.Once again, you are failing to recognize the difference between Lore and Description and then feigning confusion because of it.
Which is exactly what I described. I am not sure I understand what your issue here is.
Because you aren't reading what i wrote: if I want a fiend for an adventure, but I am not sure what I want, having them all in one location means I can easily flip through and find one I like. If I already know what I want, I go to the alphabetical index.
I am not sure how much clearer I can make it.
What is the page count for content dealing with non-dungeon adventures?It doesn't. But why would a dungeon need additional DMG content, when all the possible adventure locations that are not dungeons do not?
Zero.What is the page count for content dealing with non-dungeon adventures?
Then it can't be zero. There are dungeon adventures and non-dungeon adventures. If there is stuff on all adventures, then we have page counts for both dungeon adventures and non-dungeon adventures. What are they?Zero.
There is stuff on adventures - all adventures.
Intermixed in a way that cannot be easily untangled.Then it can't be zero. There are dungeon adventures and non-dungeon adventures. If there is stuff on all adventures, then we have page counts for both dungeon adventures and non-dungeon adventures. What are they?
Building a dungeon adventure with a purpose(not just a bunch of random rooms) takes thought and planning. Different thought and planning that running an adventure in a mountain, which is different than one on the high seas. DMs, especially new DMs, need guidance on how to plan those out. Preferably with some short examples.Intermixed in a way that cannot be easily untangled.
There are rules for generating encounters of a certain challenge. Are those dungeon rules or non dungeon rules? What about rules for finding secret doors? Sounds dungeon-y until you think about the hidden room behind the bookcase in a murder mystery.
Which is the point. What rules are there for dungeons that don't apply to other types of adventures?
Isn't an adventure though a mountain essentially a dungeon without a roof? You will have encounters, passages and secrets, traps and hazards, and treasure. Further, you'll probably have an end goal for why you are there.Building a dungeon adventure with a purpose(not just a bunch of random rooms) takes thought and planning. Different thought and planning that running an adventure in a mountain, which is different than one on the high seas. DMs, especially new DMs, need guidance on how to plan those out. Preferably with some short examples.