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Solo Monsters and the Risk of Boredom
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<blockquote data-quote="Zerakon" data-source="post: 4371286" data-attributes="member: 12921"><p>If he's always designed his fights like that, why didn't he in this case? My takeaway is that the Kobold Hall dungeon in the DMG was not given a sufficient amount of design, development, and editing time.</p><p></p><p>Frankly, I'm surprised that he even referred to the dragon fight as something that "[he] designed" as there's not much design there other than a slab of ice on the floor and some walls.</p><p></p><p>Other things that really bug me about the last chapter of the DMG:</p><p></p><p>* Typos.</p><p></p><p>* The armorer/weaponsmith having THREE different names (Ironhews, Irontooth, Goldcap) in various places.</p><p></p><p>* The fact that the Kobold Hall is so linear. That they state up front that it's "thin on plot" doesn't excuse the fact that they could have presented a much better sample adventure for beginning DMs.</p><p></p><p>* The design of the second room of Kobold Hall is laughable. It's designed to have the PCs chase the kobolds across the room to trigger traps but the kobolds aren't given ranged weapons. My party just blasted them from a distance -- no reason to close.</p><p></p><p>To reiterate, I'm not jumping on Mearls for bad design, but rather the D&D project development team in general.</p><p></p><p>I do hope that more design and development time was given to Thunderspire Labyrinth which Mearls is credited with. I'd like to see his work when it's not sloppily managed.</p></blockquote><p></p>
[QUOTE="Zerakon, post: 4371286, member: 12921"] If he's always designed his fights like that, why didn't he in this case? My takeaway is that the Kobold Hall dungeon in the DMG was not given a sufficient amount of design, development, and editing time. Frankly, I'm surprised that he even referred to the dragon fight as something that "[he] designed" as there's not much design there other than a slab of ice on the floor and some walls. Other things that really bug me about the last chapter of the DMG: * Typos. * The armorer/weaponsmith having THREE different names (Ironhews, Irontooth, Goldcap) in various places. * The fact that the Kobold Hall is so linear. That they state up front that it's "thin on plot" doesn't excuse the fact that they could have presented a much better sample adventure for beginning DMs. * The design of the second room of Kobold Hall is laughable. It's designed to have the PCs chase the kobolds across the room to trigger traps but the kobolds aren't given ranged weapons. My party just blasted them from a distance -- no reason to close. To reiterate, I'm not jumping on Mearls for bad design, but rather the D&D project development team in general. I do hope that more design and development time was given to Thunderspire Labyrinth which Mearls is credited with. I'd like to see his work when it's not sloppily managed. [/QUOTE]
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