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Community
General Tabletop Discussion
*Dungeons & Dragons
What conceits are necessary for 5E world design?
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<blockquote data-quote="Rhenny" data-source="post: 6295739" data-attributes="member: 18333"><p>I'm finding it much easier to just populate the game world/adventures I create with creatures that make sense in locations that make sense. I'm spending less time making sure that encounters are level appropriate. Sandbox type adventures where the PCs might stumble upon a creature that is 6 or 7 levels higher than them works much better than prior versions. PCs can fight, but it is a gamble. </p><p></p><p>Like others have said, the amount of foes PCs encounter is really much more dangerous than what level creatures they encounter (to a point). BA is awesome that way. I love that my players are more careful and skiddish when they encounter larger groups. Finally, they actually hide in the brush and let the rogue or ranger scout ahead and get information that may help them avoid the encounter or attack with advantage. They don't charge out expecting to beat down large numbers of foes (well...one PC in my group charges out, but last session he was swarmed by foes and nearly killed, so I think he is feeling more vulnerable now).</p><p></p><p>Not worrying about magic items is also great. I spend more time working on story elements rather than placing treasure and calculating appropriate encounters. Also, when magic items are found, they feel magical. </p><p></p><p>I've been able to run a wide variety of homebrew type adventures well - classic dungeon crawl, stealth type adventures, sprawling travel and exploration type adventures, adventures where PCs can take short rests more often, adventures where the PCs are chasing a bad guy so they don't want to rest, or adventures where bad things happen when the PCs try to rest in inappropriate areas.</p><p></p><p>I think the final rule set will be very flexible and enable DMs to work many styles and scenarios.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6295739, member: 18333"] I'm finding it much easier to just populate the game world/adventures I create with creatures that make sense in locations that make sense. I'm spending less time making sure that encounters are level appropriate. Sandbox type adventures where the PCs might stumble upon a creature that is 6 or 7 levels higher than them works much better than prior versions. PCs can fight, but it is a gamble. Like others have said, the amount of foes PCs encounter is really much more dangerous than what level creatures they encounter (to a point). BA is awesome that way. I love that my players are more careful and skiddish when they encounter larger groups. Finally, they actually hide in the brush and let the rogue or ranger scout ahead and get information that may help them avoid the encounter or attack with advantage. They don't charge out expecting to beat down large numbers of foes (well...one PC in my group charges out, but last session he was swarmed by foes and nearly killed, so I think he is feeling more vulnerable now). Not worrying about magic items is also great. I spend more time working on story elements rather than placing treasure and calculating appropriate encounters. Also, when magic items are found, they feel magical. I've been able to run a wide variety of homebrew type adventures well - classic dungeon crawl, stealth type adventures, sprawling travel and exploration type adventures, adventures where PCs can take short rests more often, adventures where the PCs are chasing a bad guy so they don't want to rest, or adventures where bad things happen when the PCs try to rest in inappropriate areas. I think the final rule set will be very flexible and enable DMs to work many styles and scenarios. [/QUOTE]
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What conceits are necessary for 5E world design?
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