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
*TTRPGs General
Rule of 3: 10/31/2011
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="I'm A Banana" data-source="post: 5722859" data-attributes="member: 2067"><p>It sounds, if I'm reading you right, like you'd rather these rules be broad, rather than specific: general rules for social conflict, rather than specific rules for dealing with a succubus's machinations.</p><p></p><p>So, it would stand to reason that you're more in favor of monster building rules like the 4e DMG rather than specific monster statblocks a la the MM, yea? Same general principle: they are the building blocks to arrange as the DM sees fit. </p><p></p><p>I think there's room for both, myself. I'd like to see general rules for piercing disguises (which 4e kind of has, in terms of skill challenges and Insight vs. Bluff checks, and the like, though it's very free-form and open), and specific rules for piercing disguises of specific disguised creatures (which 4e currently mostly lacks). I'd like to see general rules for generating monster attack bonus and damage, and specific monsters with specific attack bonuses and damage rolls presented to me.</p><p></p><p>The former is helpful when I'm thinking outside of the box, or when I have a lot of prep time. The latter is helpful as cherries to pick, as instant inspiration, or as a solid baseline. </p><p></p><p></p><p></p><p>Toolboxes are useful to someone with a good vision of what they want to make, but some of us would be just fine having a ready-made product given to us (and perhaps using it in an unorthodox way). </p><p></p><p>Not everyone has the time or inclination to give the game world context themselves. I know I like to fill my game with improv, which means that I <em>depend</em> upon context already existing. Knowing that kobolds are dragon servitors helps me to link this kobold encounter to some other encounter down the road with a dragon. It gives me paths to follow and backup when I inevitably flounder. </p><p></p><p>Some do better with a toolbox, and I wouldn't argue against putting in a toolbox for those players, but I wouldn't want to remove the concrete examples, either, since some do better with Legos than they do with a saw, a hammer, some nails, and a block of wood.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5722859, member: 2067"] It sounds, if I'm reading you right, like you'd rather these rules be broad, rather than specific: general rules for social conflict, rather than specific rules for dealing with a succubus's machinations. So, it would stand to reason that you're more in favor of monster building rules like the 4e DMG rather than specific monster statblocks a la the MM, yea? Same general principle: they are the building blocks to arrange as the DM sees fit. I think there's room for both, myself. I'd like to see general rules for piercing disguises (which 4e kind of has, in terms of skill challenges and Insight vs. Bluff checks, and the like, though it's very free-form and open), and specific rules for piercing disguises of specific disguised creatures (which 4e currently mostly lacks). I'd like to see general rules for generating monster attack bonus and damage, and specific monsters with specific attack bonuses and damage rolls presented to me. The former is helpful when I'm thinking outside of the box, or when I have a lot of prep time. The latter is helpful as cherries to pick, as instant inspiration, or as a solid baseline. Toolboxes are useful to someone with a good vision of what they want to make, but some of us would be just fine having a ready-made product given to us (and perhaps using it in an unorthodox way). Not everyone has the time or inclination to give the game world context themselves. I know I like to fill my game with improv, which means that I [i]depend[/I] upon context already existing. Knowing that kobolds are dragon servitors helps me to link this kobold encounter to some other encounter down the road with a dragon. It gives me paths to follow and backup when I inevitably flounder. Some do better with a toolbox, and I wouldn't argue against putting in a toolbox for those players, but I wouldn't want to remove the concrete examples, either, since some do better with Legos than they do with a saw, a hammer, some nails, and a block of wood. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rule of 3: 10/31/2011
Top