Since the inception of the game, it has been the duty of the Dungeon Master (it's in the name!) to make sense of the randomly generated dungeon.Great, table based dungeon design. So that the chain of 10ft. rooms with orcs and chests the players have to go through makes even less sense.
Great, table based dungeon design. So that the chain of 10ft. rooms with orcs and chests the players have to go through makes even less sense.
Hey now, some of us just like rolling on tables.Other folks need the oh-so-painful crutch of book assistance.
Simplicity and complexity aren't always the same thing
I like that we will be able to create monsters both from the ground up AND by using templates.
Great, table based dungeon design. So that the chain of 10ft. rooms with orcs and chests the players have to go through makes even less sense.
Other folks need the oh-so-painful crutch of book assistance.
You already have plenty of replies here, but I do get your comment. It really felt like Keep on the Shadowfell was created using something like this, and with those 10' rooms made into 20' rooms.Great, table based dungeon design. So that the chain of 10ft. rooms with orcs and chests the players have to go through makes even less sense.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.