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<blockquote data-quote="Mengu" data-source="post: 5921775" data-attributes="member: 65726"><p>I don't know if I can run Caves of Chaos as is. I don't understand it. It doesn't jive with any version of D&D I've ever played and enjoyed. And I get bored silly playing dungeon delves. If I'm going to do any playtesting, it will be using an actual adventure, that I or another DM writes, in a universe we're familiar with, which automatically means, tinkering. Otherwise, if I try to run Caves of Chaos, I'm guaranteed to have a dismal time. And that's going to affect my feedback.</p><p></p><p>Read DM Guidelines, Page 1, the paragraph starting with "The first rule of being a good DM". In Captain Barbosa's words, the documents are more what you'd call "guidelines" than actual rules. </p><p></p><p>If after the first combat, the fighter's player says, "Dude I don't feel like a fighter at all, I can't mark anything, I can't stop people from running by me to attack the wizard, I can't tide of iron, I can't second wind or come back strike, I can't do jack! And the cleric healed the wizard, so I'm going into the next fight with half my hit points, and that's after expending my one hit die!" I might pause and say, "okay, let's try this, everyone heal up to full, hey cleric, you still have your spell slot where you used cure light during the rest, Fighter, change your theme from Slayer to Guardian, let's see how that goes. I'll stick some healing potions in the next encounter to ease up the hit point situation, and we'll go from there."</p><p></p><p>Then if I provide this as my experience with the playtest, I don't think Mearls is going to knock on our door and tell us we're doing it wrong. It's as valid a feedback as any. I have 4 different groups I play with, that bring 4 different styles to the table. Tinkering is just the nature of the beast for D&D. And I believe for the first time, they are taking this into account.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5921775, member: 65726"] I don't know if I can run Caves of Chaos as is. I don't understand it. It doesn't jive with any version of D&D I've ever played and enjoyed. And I get bored silly playing dungeon delves. If I'm going to do any playtesting, it will be using an actual adventure, that I or another DM writes, in a universe we're familiar with, which automatically means, tinkering. Otherwise, if I try to run Caves of Chaos, I'm guaranteed to have a dismal time. And that's going to affect my feedback. Read DM Guidelines, Page 1, the paragraph starting with "The first rule of being a good DM". In Captain Barbosa's words, the documents are more what you'd call "guidelines" than actual rules. If after the first combat, the fighter's player says, "Dude I don't feel like a fighter at all, I can't mark anything, I can't stop people from running by me to attack the wizard, I can't tide of iron, I can't second wind or come back strike, I can't do jack! And the cleric healed the wizard, so I'm going into the next fight with half my hit points, and that's after expending my one hit die!" I might pause and say, "okay, let's try this, everyone heal up to full, hey cleric, you still have your spell slot where you used cure light during the rest, Fighter, change your theme from Slayer to Guardian, let's see how that goes. I'll stick some healing potions in the next encounter to ease up the hit point situation, and we'll go from there." Then if I provide this as my experience with the playtest, I don't think Mearls is going to knock on our door and tell us we're doing it wrong. It's as valid a feedback as any. I have 4 different groups I play with, that bring 4 different styles to the table. Tinkering is just the nature of the beast for D&D. And I believe for the first time, they are taking this into account. [/QUOTE]
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