Tony Vargas
Legend
DMing is significantly more challenging than playing, and it doesn't take much system mastery to fall into a 5MWD rut.Why do you assume the players are able to challenge the game system through quick mastery but not the DM?
DMing is significantly more challenging than playing, and it doesn't take much system mastery to fall into a 5MWD rut.Why do you assume the players are able to challenge the game system through quick mastery but not the DM?
DMing is significantly more challenging than playing, and it doesn't take much system mastery to fall into a 5MWD rut.
That is the reason for the map key. The room descriptions list the inhabitants. The key is also where changes to the listed descriptions go.
4) Guard Chamber:
3 bugbears are usually on duty here. If the alarm has been raised then the bugbears will be reinforced by their fellows from area 6. If the chieftain in area 12 blows his horn, all available remaining bugbears will flock to his aid.
Three different maps would be of little use in this situation. The number of bugbears still available to rush to the chieftain's aid will vary from group to group, so putting an arbitrary number of them on an extra map serves little purpose.
More detail in the key about likely courses of action when alerted to danger is what is needed. Since one never knows who is still alive to take those actions once PCs start interacting with the scenario, extra maps would just add cost with little benefit.
The DM can easily fall into the same rut. For instance, if you start amping up encounters to make them 'challenging...'I'd argue it doesn't take much system mastery for a DM to keep players out of that rut.
Does it include absorbing lightning-like energy from them after you cut off their heads?As for an rule variant, how about this?... When you defeat other NPCs and monsters, you gain some of their power....
Does it include absorbing lightning-like energy from them after you cut off their heads?
If so, I'm in.![]()
My style of play is to LIMIT DM heavy handedness, so neither me nor my players appreciate weaknesses in a system that force me to step in and fix them. Or lazy/negligent module designers that fail to take into account fundamental aspects of the game in their design.Why do you assume the players are able to challenge the game system through quick mastery but not the DM?
I think this is at the heart of both your and CapnZapp's concerns about the supposed elephant in the room. You both give tons of credit to players being able to master the game and trivialize it, but none to the DM to counter that.
Hawkeye you hit the nail on the head....But don't you want people who care about these things to have them? Isn't it better to have a bigger fan base for a game? Doesn't that mean more money thus more publications? Do you really want roleplayers and gamists to constantly duke it out in edition wars? This is not a big thing - all the work on CR ratings has been done, the only missing piece is that they don't support their own dang rest guidelines...I mean come on, I have to suffer threough dozens of pages of background details on innumerable NPCs and locations in these modules, and that has almost no effect on my game - can't you roleplayers throw a bone to us lol?????The longer this discussion goes, the more it seems like it's an art versus science kind of thing. Some folks want clear cut, quantifiable, undeniable rules right in the book....others want loose guidelines that allow for the application of DM judgment to abdicate at the table.
I know which one I prefer, but that doesn't mean i think it's the "right" approach. Both are valid.
When it comes to game design, though, I have to say that I'm glad that this is an area the designers didn't feel the need to expand on too greatly.
Absolutely! I've updated now to include
XP Based Rest Variant
Adventurer's and monsters draw their extraordinary powers and resilience to damage directly from the Positive and Negative planes. When you defeat other NPCs and monsters, you gain some of their power as you absorb lightning-like energy from your defeated foe. To gain the benefit of a short or long rest, you must "spend" XP collected since your last rest of this type. Spending XP in this way does not affect your total XP for the purpose of gaining a level.
You must have collected XP equal to 1/3 of your daily budget and spend an hour resting to benefit from a short rest.
You must have collected XP equal to your daily budget and spend 8 hours resting to benefit from a long rest.