Do you use the adventure creation guidlines from the DMG?

Do you use the Treasure per level, Encounter Difficulty, etc adventure creation info?

  • Yes, they are my Bible when designing adventures.

    Votes: 2 3.0%
  • Yes, I try to stick pretty close to them when I write adventures.

    Votes: 8 11.9%
  • Kinda, I see them as very loose guidlines.

    Votes: 13 19.4%
  • No, I've never used them. I can wing it.

    Votes: 13 19.4%
  • No, I run a campaign very different from "Standard" D&D.

    Votes: 5 7.5%
  • Huh?! What guidlines?

    Votes: 26 38.8%


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The problem with the guidelines is that there is a 'character sheet' but no 'DM's sheet' so to speak. A couple of checklists for basic components and ideas would have been a lot more useful that a lot of long-winded paragraphs on generalizations for adventures.

When it comes to designing adventures for the RPGA's Living Greyhawk game, BTW, the DMG is the bible. It say's so in the Writers' Guidelines for scenarios. At least there's a standard I guess.

jh
 

I may be misunderstanding the question, but the guidelines I use are on pg. 101 of the DMG (3.0). It has been amazing how accurate the CR ratings have been with my games. The rule of thumb that I especially stick to is that a CR should burn about 20% of the groups resources. When I want a really tough fight for the group, I will throw them against a lair with 5 encounters that are at or near their challenge rating. This way the group should be able to pick apart the enemy if they are smart. On the other hand if the enemy is alerted, the group is in for a very tough fight, but one in which they have a chance to survive. The fights are often very close calls when I design them this way, which adds a level of excitement/uncertainty for the players.

I don't know why but it took me a long time to stick to these rules. I guess I was still clinging to something from the first editions where there really wasn't much in the way of CRs.
 




Garnfellow said:
?????

Pages 138-139 in my 3.0 DMG are part of the town design section and the "One Hundred Adventure Ideas" sidebar.

I mad a mistake sorry, I thought he was talking about those adventure hooks and then realized he was talking about some thing else and realized it to late. My fault!
 

GrayIguana said:
I may be misunderstanding the question, but the guidelines I use are on pg. 101 of the DMG (3.0). It has been amazing how accurate the CR ratings have been


The invention' of the CR and EL and their correlation with APL are the greatest innovation for DM's in the 3.0/3.5 setting. They remove the random Total Party Kill encounter element 99% of the time.

They simply make the game more fair for players and easier to design for DM's. the VAST majority of encounters can best be measured with EL's and really is the 'bible' for creation of standardized encounters. All of the major worldwide campaigns (Living City, Rokugan, Living Greyhawk) use them for that reason.

Jh
..
 

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