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"People complain, but don't actually read the DMG!" Which sections specifically?
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<blockquote data-quote="Malmuria" data-source="post: 8496216" data-attributes="member: 7030755"><p>Well if it works for some people that's great. For this information to be useful to me it would have to be more detailed and integrated to the other bits advice and rules. For example, if we refer back to the "creating encounters" section, we see that it is 6 pages long (pp. 81-87), and is entirely focused on combat. It gives these guidelines for easy--deadly combat encounters</p><p></p><p></p><p>It's sort of common sense that encounters could be classed as easy, medium, or hard. Aside from that, the rules on noncombat xp don't really fit with these descriptions, as they are oriented toward and presented within rules for creating combat encounters. Moreover all the suggestions for modifying encounter difficulty are combat-oriented. What I want for a dmg to be useful in this area would be at the minimum descriptions like this and examples for social and exploration challenges as well. It would be even better if they could integrate their advice on xp awards with their other suggested systems: renown (for some reason in chp1 p. 22), moral quandries (split over p..79-80, interrupted by art), influence (short paragraph on p. 78 with no system for tracking), wilderness exploration and tracking (p. 108. how much xp for navigating a hex of difficult terrain or in extreme conditions or in discovering a ruined monument? )</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8496216, member: 7030755"] Well if it works for some people that's great. For this information to be useful to me it would have to be more detailed and integrated to the other bits advice and rules. For example, if we refer back to the "creating encounters" section, we see that it is 6 pages long (pp. 81-87), and is entirely focused on combat. It gives these guidelines for easy--deadly combat encounters It's sort of common sense that encounters could be classed as easy, medium, or hard. Aside from that, the rules on noncombat xp don't really fit with these descriptions, as they are oriented toward and presented within rules for creating combat encounters. Moreover all the suggestions for modifying encounter difficulty are combat-oriented. What I want for a dmg to be useful in this area would be at the minimum descriptions like this and examples for social and exploration challenges as well. It would be even better if they could integrate their advice on xp awards with their other suggested systems: renown (for some reason in chp1 p. 22), moral quandries (split over p..79-80, interrupted by art), influence (short paragraph on p. 78 with no system for tracking), wilderness exploration and tracking (p. 108. how much xp for navigating a hex of difficult terrain or in extreme conditions or in discovering a ruined monument? ) [/QUOTE]
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Community
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"People complain, but don't actually read the DMG!" Which sections specifically?
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