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DMG II Preview and Mearls old work
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<blockquote data-quote="FireLance" data-source="post: 4922856" data-attributes="member: 3424"><p>Of course, the easiest way to ensure that this never happens is to make <em>everything</em> level-appropriate: location <u>and</u> enemy (and if you want to argue that the DM is houseruling when the PCs encounter an enemy who is not level-appropriate, is DM would also be houseruling if the location is not level-appropriate). Note that this tends to happen most of the time, anyway - Orcus is generally not encountered in a run-down tavern, and normal dire rats are generally not encountered in the Abyss. I am sure that exceptions exist, but they are, you know, <em>exceptions</em>.</p><p>Arguably, if the DM is doing his job correctly, the world will never have to reshape itself because the PCs never encounter the same chandelier twice. Or, in the unlikely event that the PCs encounter what is ostenibly the same chandelier twice, a creative DM should be able to come up with a quick reason why it has changed since the last time the PCs saw it. Of course, a DM who doesn't want to take the trouble can simply re-use the statistics of the old chandelier. Chances are, the players won't even notice.</p><p>No, ideally, we should have both: the simple rule of thumb for the DM who wants to quickly create a level-appropriate chandelier, and the table for the DM who wants to further individualize the chandeliers in his campaign. If I had to pick only one, I would go with the former, though. Simple tools are more usable than complex tools, and if I really wanted a table listing sample chandeliers from Level 1 to Level 30, I could start a thread on ENWorld.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4922856, member: 3424"] Of course, the easiest way to ensure that this never happens is to make [I]everything[/I] level-appropriate: location [U]and[/U] enemy (and if you want to argue that the DM is houseruling when the PCs encounter an enemy who is not level-appropriate, is DM would also be houseruling if the location is not level-appropriate). Note that this tends to happen most of the time, anyway - Orcus is generally not encountered in a run-down tavern, and normal dire rats are generally not encountered in the Abyss. I am sure that exceptions exist, but they are, you know, [I]exceptions[/I]. Arguably, if the DM is doing his job correctly, the world will never have to reshape itself because the PCs never encounter the same chandelier twice. Or, in the unlikely event that the PCs encounter what is ostenibly the same chandelier twice, a creative DM should be able to come up with a quick reason why it has changed since the last time the PCs saw it. Of course, a DM who doesn't want to take the trouble can simply re-use the statistics of the old chandelier. Chances are, the players won't even notice. No, ideally, we should have both: the simple rule of thumb for the DM who wants to quickly create a level-appropriate chandelier, and the table for the DM who wants to further individualize the chandeliers in his campaign. If I had to pick only one, I would go with the former, though. Simple tools are more usable than complex tools, and if I really wanted a table listing sample chandeliers from Level 1 to Level 30, I could start a thread on ENWorld. [/QUOTE]
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