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General Tabletop Discussion
*TTRPGs General
Do official adventures follow DMG advice?
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<blockquote data-quote="Celebrim" data-source="post: 4689061" data-attributes="member: 4937"><p>I don't know much about published 4e adventures, but I do know that published 1e adventures at least in some respects did not at all follow DMG advice.</p><p></p><p>In particular, 1e 'adventure path' type modules (GDQ series, ToEE, etc.) frequently gave vastly more treasure than the 1st edition DMG recommended and generally vastly more than would result from using the MM treasure tables (particularly given that the results from the treasure table were supposed to be scaled downward if the number encountered was less than normal, see page 91). I recognize that this large amount of treasure was necessary if the characters were to advance enough levels to meet the challenges of the next module in the adventure path (provided of course that you also at times ignored the advice on page 84-85 of scaling the XP awarded to the challenge presented), but it most certainly did present a standard of adventure design that was radically different than that advised by the DMG.</p><p></p><p>Likewise, I'll concur with others that say that the suggested party level in published 1e modules tended to turn them into slaughter fests were TPK's abounded - which is also at odds with the advice in the 1e DMG. For example, speaking as a DM (and player) I think that 'Tomb of Horrors' is a far more survivable module than 'Ravenloft', if you play both straight up (no plot protection for the PCs) at the suggested character levels. I personally think 'Ravenloft' is unsurvivable with a starting party that might vary from a 5th level Paladin to a 7th level thief. Only if you assumed 10-12 players might they even have a chance, and even then I wonder. Strahd's combination of formidable powers of evasion, rapid regeneration, and level draining makes him more than capable of winning any battle of attrition.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4689061, member: 4937"] I don't know much about published 4e adventures, but I do know that published 1e adventures at least in some respects did not at all follow DMG advice. In particular, 1e 'adventure path' type modules (GDQ series, ToEE, etc.) frequently gave vastly more treasure than the 1st edition DMG recommended and generally vastly more than would result from using the MM treasure tables (particularly given that the results from the treasure table were supposed to be scaled downward if the number encountered was less than normal, see page 91). I recognize that this large amount of treasure was necessary if the characters were to advance enough levels to meet the challenges of the next module in the adventure path (provided of course that you also at times ignored the advice on page 84-85 of scaling the XP awarded to the challenge presented), but it most certainly did present a standard of adventure design that was radically different than that advised by the DMG. Likewise, I'll concur with others that say that the suggested party level in published 1e modules tended to turn them into slaughter fests were TPK's abounded - which is also at odds with the advice in the 1e DMG. For example, speaking as a DM (and player) I think that 'Tomb of Horrors' is a far more survivable module than 'Ravenloft', if you play both straight up (no plot protection for the PCs) at the suggested character levels. I personally think 'Ravenloft' is unsurvivable with a starting party that might vary from a 5th level Paladin to a 7th level thief. Only if you assumed 10-12 players might they even have a chance, and even then I wonder. Strahd's combination of formidable powers of evasion, rapid regeneration, and level draining makes him more than capable of winning any battle of attrition. [/QUOTE]
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