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Community
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*Pathfinder & Starfinder
I want separation of DM and PC crunch
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<blockquote data-quote="Jer" data-source="post: 3749550" data-attributes="member: 19857"><p>Hrm. I kind of disagree. Mainly because I don't want the DMG to be just like the PHB only for villains. What I'd like to see in the DMG is discussion on the underlying principles of the mechanics used in the PHB and the MM - what are the principles used for designing new classes (so that I can design my own), or used for designing new monsters (so that I can design my own) or magic items, or spells, or class abilities - whatever. What are the underlying principles behind encounter design in this new edition? Behind trap design? Behind non-combat encounter design? It's good to know how the designers of a game are thinking the game is going to be used before I start mucking with my own changes, and the DMG seems like the perfect place to put that information. (My perfect vision of the DMG would be 1/3 "advice to DMs on how to run the game", 1/2 "underlying principles of game element construction", and 1/6 "magic item catalog").</p><p></p><p>As for "evil" stuff - we can always get another "Book of Vile Darkness"-type book down the road. Stuff like "inflict" spells aren't really evil anymore - they might have been back in the day when "reversed" cleric spells were considered "evil" versions, but now they're just another cleric spell. I wouldn't mind seeing a "Complete Villain" type book for the DM, but I'd rather see that as, say, a DMG II than in the core of the first DMG out the door.</p></blockquote><p></p>
[QUOTE="Jer, post: 3749550, member: 19857"] Hrm. I kind of disagree. Mainly because I don't want the DMG to be just like the PHB only for villains. What I'd like to see in the DMG is discussion on the underlying principles of the mechanics used in the PHB and the MM - what are the principles used for designing new classes (so that I can design my own), or used for designing new monsters (so that I can design my own) or magic items, or spells, or class abilities - whatever. What are the underlying principles behind encounter design in this new edition? Behind trap design? Behind non-combat encounter design? It's good to know how the designers of a game are thinking the game is going to be used before I start mucking with my own changes, and the DMG seems like the perfect place to put that information. (My perfect vision of the DMG would be 1/3 "advice to DMs on how to run the game", 1/2 "underlying principles of game element construction", and 1/6 "magic item catalog"). As for "evil" stuff - we can always get another "Book of Vile Darkness"-type book down the road. Stuff like "inflict" spells aren't really evil anymore - they might have been back in the day when "reversed" cleric spells were considered "evil" versions, but now they're just another cleric spell. I wouldn't mind seeing a "Complete Villain" type book for the DM, but I'd rather see that as, say, a DMG II than in the core of the first DMG out the door. [/QUOTE]
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Community
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I want separation of DM and PC crunch
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