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<blockquote data-quote="Harr" data-source="post: 4214117" data-attributes="member: 47190"><p>As always, there's a lot of inability to separate the mechanics from the examples in this thread.</p><p></p><p>I don't like the examples (I find them a little bland), yet I love the construction and the mechanics. You can do a hell of a lot with these. And combining several of them with monsters, with NPCs, with locations, or with each other? It's crazy.</p><p></p><p>And I love that skill challenges can be scaled up to a general all-party, all-skill, situation or down to a 'quick thievery' check. That widens up the possibilities even more. (Though I do hope that the thievery check for the trap can be resolved in one round or two. There's no way to tell.)</p><p></p><p>And yeah, the important thing <strong>is indeed</strong> that the math has been fixed. What you do with that math is up to you (or the writer of the adventure you're running). </p><p></p><p>Someone said earlier that adventures can gain respect from use of inventive or original traps. Yes that's right; adventures. <strong>Adventures</strong>. Not rulebooks. When the adventures come out, you can critique the adventure as an adventure. Don't critique the rulebook as if it was an adventure. If your encounters all feel like fighting a bunch of kobolds, then that's your game you're running (in your imagination) there dude.</p><p></p><p>People are taking these previews as sort of a fantasy-DM who is running a game, with them as fantasy-players in this imaginary game, and then trying to critique everything that comes out as if they had been playing it. I think it's understandable, given the nature of our hobby (ie, the roleplayer 'roleplays' that he's actually playing D&D in his mind while he reads the descriptions), but it's the wrong way to look at it. These are tools we're being given. We should ask 'what can we make with these tools?' not whether all these particular examples strung together make for a good game or not, of course they don't.</p></blockquote><p></p>
[QUOTE="Harr, post: 4214117, member: 47190"] As always, there's a lot of inability to separate the mechanics from the examples in this thread. I don't like the examples (I find them a little bland), yet I love the construction and the mechanics. You can do a hell of a lot with these. And combining several of them with monsters, with NPCs, with locations, or with each other? It's crazy. And I love that skill challenges can be scaled up to a general all-party, all-skill, situation or down to a 'quick thievery' check. That widens up the possibilities even more. (Though I do hope that the thievery check for the trap can be resolved in one round or two. There's no way to tell.) And yeah, the important thing [b]is indeed[/b] that the math has been fixed. What you do with that math is up to you (or the writer of the adventure you're running). Someone said earlier that adventures can gain respect from use of inventive or original traps. Yes that's right; adventures. [b]Adventures[/b]. Not rulebooks. When the adventures come out, you can critique the adventure as an adventure. Don't critique the rulebook as if it was an adventure. If your encounters all feel like fighting a bunch of kobolds, then that's your game you're running (in your imagination) there dude. People are taking these previews as sort of a fantasy-DM who is running a game, with them as fantasy-players in this imaginary game, and then trying to critique everything that comes out as if they had been playing it. I think it's understandable, given the nature of our hobby (ie, the roleplayer 'roleplays' that he's actually playing D&D in his mind while he reads the descriptions), but it's the wrong way to look at it. These are tools we're being given. We should ask 'what can we make with these tools?' not whether all these particular examples strung together make for a good game or not, of course they don't. [/QUOTE]
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