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Unearthed Arcana Presents Alternative Encounter Building Guidelines
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<blockquote data-quote="Pauper" data-source="post: 7701585" data-attributes="member: 17607"><p>I'll agree with this point, with the caveat that 'the game as written' also includes either the hard-cover published adventures or Adventurer's League material as the source of the campaign's adventuring content.</p><p></p><p>I think the point a lot of people are trying to make in this thread is that, if a DM attempts to run her own game and design her own adventures and encounters, she quickly finds that the provided advice in the DMG (and now in Unearthed Arcana) is not anywhere near adequate for her needs and comes up with her own method of designing adventures and encounters or simply gives up and goes back to published sources.</p><p></p><p>In an odd way, though, the inability of an inexperienced DM to use the provided advice to generate her own adventures is valuable to WotC, in that it helps sell their published adventure content, which traditionally is not considered very lucrative by large game companies. A conspiracy-minded player might suggest that this state is intentional, meant to drive sales, though personally I find that the open-ended design of 5e (and the 3e system before it) are sufficient to explain the relative lack of utility of encounter design advice compared to the more detailed design of 4e, where encounter design advice was generally useful.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7701585, member: 17607"] I'll agree with this point, with the caveat that 'the game as written' also includes either the hard-cover published adventures or Adventurer's League material as the source of the campaign's adventuring content. I think the point a lot of people are trying to make in this thread is that, if a DM attempts to run her own game and design her own adventures and encounters, she quickly finds that the provided advice in the DMG (and now in Unearthed Arcana) is not anywhere near adequate for her needs and comes up with her own method of designing adventures and encounters or simply gives up and goes back to published sources. In an odd way, though, the inability of an inexperienced DM to use the provided advice to generate her own adventures is valuable to WotC, in that it helps sell their published adventure content, which traditionally is not considered very lucrative by large game companies. A conspiracy-minded player might suggest that this state is intentional, meant to drive sales, though personally I find that the open-ended design of 5e (and the 3e system before it) are sufficient to explain the relative lack of utility of encounter design advice compared to the more detailed design of 4e, where encounter design advice was generally useful. -- Pauper [/QUOTE]
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