I'm saying I don't think that a more comprehensive ruleset can take a bad DM and make him into a good one. By definition, a bad DM doesn't have strengths to play to. You're looking at it as a problem of resource management (i.e. the DM is bad because he doesn't have enough attentional resources to distribute to fixing all of his problems). I don't think that's an accurate model. IMO bad DMs are bad not because they don't have adequate resources to be better, but because they specifically make wrong choices. If that's the case, he won't "pay more attention to his weaknesses" because he doesn't recognize them as weaknesses in the first place.Kamikaze Midget said:If there is a difference between "allowing a DM to better play to his strengths" and "making a DM better," I don't see it.
A DM who can better play to his strengths is able to (a) pay more attention to his weaknesses, making sure they are mitigated, and (b)play up his strengths, to better grant the fun.
That's what I take issue with. I've never seen a more comprehensive ruleset take a DM weakness and fix it. As far as my experience goes, bad DMs are bad no matter what system they are using.Kamikaze Midget said:If D&D's rules do nothing other than make weaknesses in DMs less of an issue, they have improved the DM.
I would be interested to hear Mr. Mearls' opinions of B1: In Search of the Unknown and how they compare to B2. B1 is very similar to B2 in intent but of a much more limited scope (not covering "town" or "wilderness" areas) and obviously much more focused. It's still written down to the level of a young, novice DM and is thus, at times, fairly simplistic, but I wonder if this more focused approach makes the simplicity more palatable and less obtrusive?T. Foster said:FIFY. As " just another module," B2 is pretty mediocre (though there's some great flavor sprinkled here and there -- "Bree yark," the shrine of Evil Chaos, etc.), but as the first module, an introduction to what the game's all about, a way to show 11 year old novice DMs how to design an adventure and run the game, it's a masterpiece.
MerricB said:Funny - I think B2 is a really great module, T1 is good, and T1-4 is dreadful.
mearls said:I don't think anyone is wrong to like B2. I just happen to dislike it. That said, I've been toying with the idea of running a game based on it. I think the concept is great, I'm just not crazy about the execution.
I won't hesitate to claim that Mike, along with quite a few other current designers are vastly better game designers than Gary.Korgoth said:A better game designer than Gary? That sounds pretty darn ridiculous. How many games has he designed which have surpassed D&D at the height of its popularity?
MerricB said:Funny - I think B2 is a really great module, T1 is good, and T1-4 is dreadful.
Cheers!
hong said:Just to get back to the original topic....
Mearls, you mentioned that the invulnerable pet caused you difficulties, in that anything that had a chance of hitting it would automatically hit everyone else.
I'm curious about what the dinosaur had on it that made it unhittable? Also, someone mentioned in here that the solution to an unhittable target is to switch to another tactic that doesn't involve (physical) hitting. To what extent do you consider this a valid approach in design terms? Ie, is it good/defensible design to allow someone to get a super ability if it's balanced by a weak spot/Achilles heel somewhere else? Would your answer be the same if it wasn't physical AC but magic-related, eg unbeatable SR?
mearls said:I don't think anyone is wrong to like B2. I just happen to dislike it. That said, I've been toying with the idea of running a game based on it. I think the concept is great, I'm just not crazy about the execution.
Just because some adventures included monsters that required +2 weapons to hit and some did not doesn't indicate the rules assumed certain wealth by level guidelines. Of course adventures designed for low level characters avoided those types of creatures, those creatures were tougher, had more HD and were too great a challenge for low level characters regardless of their equipment.

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