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<blockquote data-quote="Majoru Oakheart" data-source="post: 4255925" data-attributes="member: 5143"><p>Not just so they can do THEIR job easier. But so I can do MY job easier as well. I write adventures for Living Greyhawk now and am in the midst of writing a 4e mod for Living Forgotten Realms.</p><p></p><p>I can tell you that a lot of the things about the way 3e worked made writing an adventure rather overly difficult. In 4e, that is gone. I can say that a lot of the planning and discussions that we(the campaign staff of Living Greyhawk) have had over the last 4 years(I can't speak to what happened after that as I wasn't a Triad member then) was about things like "How to write an appropriate adventure that won't kill a group full of players who chose to multiclass as a bard/barbarian/wizard/cleric with their feats chosen as Skill Focus(Profession(Basketweaving)) while still providing an appropriate challenge to the Fighter/Barbarians with max strength and power attack."</p><p></p><p>There has been enough debate on that one subject to last me 3 lifetimes. And, if you follow the rules of 4e, it appears that debate is dead.</p><p></p><p>And on top of that, there are DMs all over the world who go through the same process when they write their own adventures. They write an adventure in advance and then find a group of people to play in it, and they have the same problems. Sometimes they have the same problems within a group they are writing specifically for when they want to throw a dragon up against the party, but they just know the first breath weapon is going to kill Joe's character, since he is playing an elven sorcerer with a con of 6 who doesn't know any energy protection spells while it will have no effect at all on the cleric who keeps energy immunity(fire) up constantly and virtually no effect on the Dwarven Barbarian with the 32 con(40 while raging).</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4255925, member: 5143"] Not just so they can do THEIR job easier. But so I can do MY job easier as well. I write adventures for Living Greyhawk now and am in the midst of writing a 4e mod for Living Forgotten Realms. I can tell you that a lot of the things about the way 3e worked made writing an adventure rather overly difficult. In 4e, that is gone. I can say that a lot of the planning and discussions that we(the campaign staff of Living Greyhawk) have had over the last 4 years(I can't speak to what happened after that as I wasn't a Triad member then) was about things like "How to write an appropriate adventure that won't kill a group full of players who chose to multiclass as a bard/barbarian/wizard/cleric with their feats chosen as Skill Focus(Profession(Basketweaving)) while still providing an appropriate challenge to the Fighter/Barbarians with max strength and power attack." There has been enough debate on that one subject to last me 3 lifetimes. And, if you follow the rules of 4e, it appears that debate is dead. And on top of that, there are DMs all over the world who go through the same process when they write their own adventures. They write an adventure in advance and then find a group of people to play in it, and they have the same problems. Sometimes they have the same problems within a group they are writing specifically for when they want to throw a dragon up against the party, but they just know the first breath weapon is going to kill Joe's character, since he is playing an elven sorcerer with a con of 6 who doesn't know any energy protection spells while it will have no effect at all on the cleric who keeps energy immunity(fire) up constantly and virtually no effect on the Dwarven Barbarian with the 32 con(40 while raging). [/QUOTE]
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