To James Jacobs: A Growing Problem with Dungeon Magazine

Steel_Wind

Legend
First off, I do want to say that I consider Dungeon to be the best value in gaming and better now than it has ever been. I love the Adventure Paths and the overall direction of the magazine. But that does not mean that Dungeon cannot change and that it cannot continue to improve.

The issue is simple: over the past while there has been a growing problem with using Dungeon at my table – and it seems to be getting worse. The spell selection of the foes is becoming extremely predictable, the fights are beginning to have a sameness to them as a result – and in general – the spell selection of the foes is starting to feel “old”.

The problem is the rigid policy of Dungeon in only using the PHB, DMG and the MM in its pages. The so called “core rules”.

When it comes to magic items, Dungeon invents what it wants to from time to time. When it comes to monsters, there are infrequent resort to creatures in the Fiend Folio, MMII and MMIII and other books from time to time as well – although when they do this they stat the monster out completely. Combined with frequent occurrences of all new monsters in the pages of Dungeon – this is mostly satisfactory.

But the one thing you hardly ever see is the use of a new spell – and a reference to a spell in a book other than in the PHB is unheard of (or virtually unheard of).

This rigid adherence to this policy is leading to a sameness in the combat threats presented by the foes in the encounters – while the player’s resources, strategy and tactics have changed greatly over time. It’s a problem and it’s a growing one. And I’m getting really tired of it, to be downright blunt.

The problem with this rigid policy is that it was born in the days of first and second edition, when the concept of “core rules” was more well defined – and perhaps better reasoned on a commercial basis – than it is now.

Back in the day of first ed, there weren’t 40+ official hardcovers to buy. When the various Players Options in 2E did cloud the issue a bit, these books still didn’t feel “official” in the same sense that the new hardcovers of 3.5E do now.

Now – before anyone reacts with a knee jerk, I know that to attempt to incorporate 40 books into adventures in Dungeon would be a massive error. It would fragment the user base and make the magazine less usable - not more usable - to a majority of its readers. I get that.

But at the same time, that does not mean that the definition of “core” needs to be entirely 100% static. It seems to me that there is a way to evolve the assumed content of the player without jumping off the end of the wharf.

I would suggest one of two options to expand the definition of “Core rules” assumed to be owned by the players and DM:

Option 1) Add only the Spell Compendium: The main problem with the current policy is not the same old magic items or even the same old monsters – it’s the same old spells. This really does affect tactics and how combats unfold. The quality of the adventures and the feel to the player would be improved by the inclusion of the Spell Compendium as a standard assumed resource. I’m not asking for thousands of new spells spread out across dozens of books. This is one single book that synthesizes all of those spells across those many hardcovers into one standard resource. Every single one of my players uses the Spell Compendium at the table. I suspect that my experience is widely shared among the player base. If you could do just one thing - add this one book to the definition of “core rules” that may be used by Dungeon adventure authors.

Option 2) In addition to the Spell Compendium, add in the PHBII and the DMGII. These are books with a very large “installed base” and a credibility due to their subject matter and book title to be worthy of inclusion in the expended definition of “core rules.”

Whatever the case, I do suggest that a policy forged in the 1980s bears reconsideration in light of the massive changes that the game has undergone and the huge expansion to the rules of the game. When those rules expansions are themselves digested in an easy to use source like the Spell Compendium, the raison d’etre behind the current definition of the "core rules" is worth re-evaluating with an open mind.
 

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I understand your complaint and I think that it is a valid one. In the meantime though, couldn't you just swap some of the spells out with those that are in the Spell Compendium yourself. Sure it is not really addressing the problem directly but at least it will stop the repitition in your game.

Just a thought.

Olaf the Stout
 

Steel_Wind said:

Option 1) Add only the Spell Compendium: The main problem with the current policy is not the same old magic items or even the same old monsters – it’s the same old spells. This really does affect tactics and how combats unfold. The quality of the adventures and the feel to the player would be improved by the inclusion of the Spell Compendium as a standard assumed resource. I’m not asking for thousands of new spells spread out across dozens of books. This is one single book that synthesizes all of those spells across those many hardcovers into one standard resource. Every single one of my players uses the Spell Compendium at the table. I suspect that my experience is widely shared among the player base. If you could do just one thing - add this one book to the definition of “core rules” that may be used by Dungeon adventure authors.

Option 2) In addition to the Spell Compendium, add in the PHBII and the DMGII. These are books with a very large “installed base” and a credibility due to their subject matter and book title to be worthy of inclusion in the expended definition of “core rules.”
I diagree. Spells have to be much more carefully introduced than monsters or even magic items. A monster that is a problem still tends to die when facing the PCs, a problematic magic item is still in containment in most situations. A problematic spell could very easily wind up in a wand or wonderous item the next session.

Not everyone introduces the whole of the spell compendium carte blanch. To some each new spell represents a research value of 1000gp per spell level. If I have to rewrite eveny NPC spellbook or double check each spell on a spell list for balance, I won't be pleased.
 

My group has always played "core" D&D. So, I personally like Dungeon's policy of sticking to core material.

I agree with Olaf's comment. If you want to add unusual spells from non-core sources, why can't you just swap them out yourself? This shouldn't be too difficult. Even though I play "core" D&D, I have found occasion to change a bad-guy's spell selection from time to time. I don't see why you can't do the same.

Here's a potential explanation for Dungeon's policy of sticking to "core" material most of the time. Every time they include something from a non-core source, they have to type up a stat-block for it for those who don't have that sourcebook (rather than just saying, "see Monster Manual, p. 68"). So, every tidbit that gets added from non-core sources means a reduction in the amount of space available for the description of the plot/areas/antagonists that are part of the adventure. And, at the end of the day, Dungeon is about adventures, not stat-blocks.

So, again, I applaud Dungeon for sticking close to the core rules. I think the current rate of deviation from the core rules (to include a new monster/feat/spell/magic item every once in a while) is just fine.
 

Sorry, I'm not with you here.

I'd much rather Dungeon focuses on Core when it comes to spells. A DM can chop and change from whatever other sources she has to hand during the preparation time just as they do with monsters, magic items, locations, etc.

The last thing I want is an adventure that's ususable because the climactic battle hinges on the Evil Sorcerer's tactic of casting Invert Metabolic Fluid from the Completely Arcane Book of Unearthed Dragons or whatever the latest "must-have" WoTC supplement is.

Nope. Keep the spells core. DMs can change 'em based on what they have on hand.

I'll add one exception - if the spell is included in the text of the adventure itself, so no books other than Core are needed, that's cool.

Just my opinion :D
 

greywulf said:
Nope. Keep the spells core. DMs can change 'em based on what they have on hand.

I'll add one exception - if the spell is included in the text of the adventure itself, so no books other than Core are needed, that's cool.
I agree. Though, I'd also say another possibility would be to add a sidebar (particularly for bigger baddies) saying, "If you have the Spell Compendium, you may want to consider substituting (this spell(s) for this spell(s)).
 

You know, I'd love to see the inclusion of 3rd party d20 in general not just in Dungeon magazine.

I'm working on a module right now, and hope to publish it someday, but the main BBEG is a blight sorcerer (From Blight Magic) and I'm utilizing templated monsters from the Book of Templates.

The result is a module with a very unique feel, IMHO.

And people don't need to own this stuff to use it. I've included brief explanations of the 3rd party stuff that I intend to utilize so that owning them is not even necessary.
 

greywulf said:
Sorry, I'm not with you here.

The last thing I want is an adventure that's ususable because the climactic battle hinges on the Evil Sorcerer's tactic of casting Invert Metabolic Fluid from the Completely Arcane Book of Unearthed Dragons or whatever the latest "must-have" WoTC supplement is.

There are - what - 40 hardcovers now by WotC?

I wasn't suggesting adding more than one spell book and - at most - the two "Core branded" books PHBII and DMGII.

This was not lobbying to include all seven (or 10) Complete books - but the one reference that synthesizes many of those (and a dozen more) into one book.

I don't think comparing that to B]Completely Arcane Book of Unearthed Dragons[/B] is at all relevant or fair.

But it is your opinion :)
 
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Jdvn1 said:
I agree. Though, I'd also say another possibility would be to add a sidebar (particularly for bigger baddies) saying, "If you have the Spell Compendium, you may want to consider substituting (this spell(s) for this spell(s)).
Suggestions like these would be a bene in my mind, though I agree with Jdvn1 and greywulf above.
 

Jdvn1 said:
I agree. Though, I'd also say another possibility would be to add a sidebar (particularly for bigger baddies) saying, "If you have the Spell Compendium, you may want to consider substituting (this spell(s) for this spell(s)).
Oh, these are good. I just don't like adventure write-ups that hinge on a mid level spell of questionable balance.
 

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