Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7935392" data-attributes="member: 42582"><p>There are pages and pages of this thread I haven't read, and so my replies are to particular posts that caught my eye. This was one.</p><p></p><p>I think that what you say reveals a major weakness in the 4e DMGs. It's common to see those books praised, but I don't share that view. Yes, they have some good technical advice around encounter design and resolution. But in my view they don't have good advice on more general GMing techniques. And they sometimes use unhelpful terminology (eg identifying treasure or XP as "rewards" when, by default in 4e, the former is really an element of PC build and the latter a core element of campaign pacing). And they don't talk in a "meta" way about key features of the system, like:</p><p></p><p style="margin-left: 20px">* the rapid scaling of magic item pricing means that a Monty Haul mistake at one level will be self-correcting within a couple of levels, perhaps sooner;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* the extreme depth of PC capability, especially from mid-heroic on, means that it's almost impossible to <em>accidentally</em> build an encounter that's too hard; and if it happens, the zero hp = unconsciousness rule provides an easy out (make it some sort of "campaign loss" instead - that's what I did following a 2nd level "TPK");</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* if an encounter is too easy, it can either be allowed to end itself naturally and quickly (self-correction at work) or else the GM can just bring in some new elements (reinforcements or whatever) - whereas that would be "cheating" in Gygax/Moldvay D&D, it is de rigeur for 4e because it is the <em>encounter</em>, not the <em>dungeon </em>or<em> adventuring day</em> that is the basic unit of play;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* etc.</p><p></p><p>This sort of thing would be fare more useful, in my view, than the stuff in the 4e DMG on adventure design, locations etc which is mostly generic stuff and not terribly well suited to 4e play at all.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7935392, member: 42582"] There are pages and pages of this thread I haven't read, and so my replies are to particular posts that caught my eye. This was one. I think that what you say reveals a major weakness in the 4e DMGs. It's common to see those books praised, but I don't share that view. Yes, they have some good technical advice around encounter design and resolution. But in my view they don't have good advice on more general GMing techniques. And they sometimes use unhelpful terminology (eg identifying treasure or XP as "rewards" when, by default in 4e, the former is really an element of PC build and the latter a core element of campaign pacing). And they don't talk in a "meta" way about key features of the system, like: [indent]* the rapid scaling of magic item pricing means that a Monty Haul mistake at one level will be self-correcting within a couple of levels, perhaps sooner; * the extreme depth of PC capability, especially from mid-heroic on, means that it's almost impossible to [I]accidentally[/I] build an encounter that's too hard; and if it happens, the zero hp = unconsciousness rule provides an easy out (make it some sort of "campaign loss" instead - that's what I did following a 2nd level "TPK"); * if an encounter is too easy, it can either be allowed to end itself naturally and quickly (self-correction at work) or else the GM can just bring in some new elements (reinforcements or whatever) - whereas that would be "cheating" in Gygax/Moldvay D&D, it is de rigeur for 4e because it is the [I]encounter[/I], not the [I]dungeon [/I]or[I] adventuring day[/I] that is the basic unit of play; * etc.[/indent] This sort of thing would be fare more useful, in my view, than the stuff in the 4e DMG on adventure design, locations etc which is mostly generic stuff and not terribly well suited to 4e play at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
Top