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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Jhaelen" data-source="post: 5192841" data-attributes="member: 46713"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It's definitely not rocket science - but I can see where answering this question will lead me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Okay, I'll admit that this is something you can only figure out with some experience (or by reading a post from someone with some experience). Basically, the conditions that warrant a reduction in damage are the ones that players hate the most: stun, dominate, daze, restrained, immobilize - roughly in that order - did I forget one?</p><p>It would have been easy to add a sentence or two in the DMG to indicate the 'severity' of conditions. I have no idea why they didn't do this.</p><p>Well, that's your opinion. I disagree for the reasons I already stated.</p><p>Good for you!</p><p>However, if you felt it was easy to make stuff up in 3e, I cannot for the life of me understand why you'd think it would be harder in 4e.</p><p>Apparently, you're considering different things worth purchasing than I do. I assume you're never buying adventure modules then? Because they typically don't include any rules. How about setting books or monster ecologies?</p><p>You make it sound as if you are only interested in 'toolbox' books.</p><p></p><p>As a DM I'm mostly interested in buying books (or tools) that will allow me get my creative juices flowing, to save work when prepping for a session and to allow me to run a session more smoothly.</p><p></p><p>Complicated rules for monster customization do none of these things for me.</p><p>I've found the link. It's an entry in <a href="http://community.wizards.com/wotc_peters/blog/2009/09/16/the_problem_with_templates" target="_blank">Peter Schaefer's blog</a>.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5192841, member: 46713"] :) It's definitely not rocket science - but I can see where answering this question will lead me :) Okay, I'll admit that this is something you can only figure out with some experience (or by reading a post from someone with some experience). Basically, the conditions that warrant a reduction in damage are the ones that players hate the most: stun, dominate, daze, restrained, immobilize - roughly in that order - did I forget one? It would have been easy to add a sentence or two in the DMG to indicate the 'severity' of conditions. I have no idea why they didn't do this. Well, that's your opinion. I disagree for the reasons I already stated. Good for you! However, if you felt it was easy to make stuff up in 3e, I cannot for the life of me understand why you'd think it would be harder in 4e. Apparently, you're considering different things worth purchasing than I do. I assume you're never buying adventure modules then? Because they typically don't include any rules. How about setting books or monster ecologies? You make it sound as if you are only interested in 'toolbox' books. As a DM I'm mostly interested in buying books (or tools) that will allow me get my creative juices flowing, to save work when prepping for a session and to allow me to run a session more smoothly. Complicated rules for monster customization do none of these things for me. I've found the link. It's an entry in [url=http://community.wizards.com/wotc_peters/blog/2009/09/16/the_problem_with_templates]Peter Schaefer's blog[/url]. [/QUOTE]
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