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Mike Mearls: Build your Adventures in OD&D
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<blockquote data-quote="ferratus" data-source="post: 5078804" data-attributes="member: 55966"><p>Yeah, but then you'd be playing OD&D. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I think 4e's skill at tactical gameplay works well, but you have to add in other styles of encounters as well. Aside from puzzles and diplomatic encounters, it is important to have rooms that simply are there for exploring. Secret doors, descriptive text of art and architecture that illuminates the culture of those who built the dungeon, exotic wonders, and odd items and hidden treasure are also part of the dungeon experience.</p><p></p><p>I think there was, for a time, the idea that if you weren't challenging the PC's with an amazing battle during an encounter, you were wasting their time with trivial things. Sometimes though, having a moment to stop and look around and wonder where to go next is important. Unpleasant surprises too, like a trap door that has a single character fall into a pit with a monster he can defeat.</p><p></p><p>Of course, Mearls doesn't really need this advice. H2: Thunderspire Labyrinth has all of the features I'm talking about. A few too many hard encounters in a row as well though can make it a bit of a slog just the same.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5078804, member: 55966"] Yeah, but then you'd be playing OD&D. :p I think 4e's skill at tactical gameplay works well, but you have to add in other styles of encounters as well. Aside from puzzles and diplomatic encounters, it is important to have rooms that simply are there for exploring. Secret doors, descriptive text of art and architecture that illuminates the culture of those who built the dungeon, exotic wonders, and odd items and hidden treasure are also part of the dungeon experience. I think there was, for a time, the idea that if you weren't challenging the PC's with an amazing battle during an encounter, you were wasting their time with trivial things. Sometimes though, having a moment to stop and look around and wonder where to go next is important. Unpleasant surprises too, like a trap door that has a single character fall into a pit with a monster he can defeat. Of course, Mearls doesn't really need this advice. H2: Thunderspire Labyrinth has all of the features I'm talking about. A few too many hard encounters in a row as well though can make it a bit of a slog just the same. [/QUOTE]
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