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General Tabletop Discussion
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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<blockquote data-quote="UngainlyTitan" data-source="post: 8819422" data-attributes="member: 28487"><p>Agreed</p><p></p><p>Quibble, here something along the scripted example of play from the Old D&D Basic Red Box would be good but I think that should be a free online document, referenced in the DMG and the SRD. That should discuss, player agendas, and different campaign styles and how one may implement them and resources on that topic.</p><p></p><p>OK.</p><p></p><p>Absolutely</p><p></p><p>OK, I would add they should be fairly explicit on their encounter assumption and what to do it you find it too easy for your party. Upping the CR vs more lower level monsters. </p><p></p><p>This should be a big section because there are a number of incompatible popular approaches to the topic of travel and exploration.</p><p>I think a detailed review of the old D&D resource management hex crawl is in order and then go on to more relaxed version where the encounter pattern is followed but without the resource management and how it breaks down around levels 7 to 10, due to assumed magic (items) and how things might be adjusted. </p><p>Then discuss the journey and skill challenge approaches to wilderness exploration.</p><p></p><p>An Extended discussion of different world building assumptions, gritty and/or low magic, level caps below level 20 and so forth.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8819422, member: 28487"] Agreed Quibble, here something along the scripted example of play from the Old D&D Basic Red Box would be good but I think that should be a free online document, referenced in the DMG and the SRD. That should discuss, player agendas, and different campaign styles and how one may implement them and resources on that topic. OK. Absolutely OK, I would add they should be fairly explicit on their encounter assumption and what to do it you find it too easy for your party. Upping the CR vs more lower level monsters. This should be a big section because there are a number of incompatible popular approaches to the topic of travel and exploration. I think a detailed review of the old D&D resource management hex crawl is in order and then go on to more relaxed version where the encounter pattern is followed but without the resource management and how it breaks down around levels 7 to 10, due to assumed magic (items) and how things might be adjusted. Then discuss the journey and skill challenge approaches to wilderness exploration. An Extended discussion of different world building assumptions, gritty and/or low magic, level caps below level 20 and so forth. [/QUOTE]
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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