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<blockquote data-quote="delericho" data-source="post: 8749687" data-attributes="member: 22424"><p>Alignment. At some point, it will be pointed out that trying to provide a universal definition of 'good' and 'evil' is problematic; might as well get ahead of the curve.</p><p></p><p>Encumbrance. Tracking of mundane ammunition. Tracking of rations. For all of these things, the rules provide the merest of nods, which are essentially useless as-is, but also provide inertia that the DM needs to fight against if they want to change.</p><p></p><p>XP budgets for encounter building. Indeed, they should divorce the amount of XP gained from defeating an encounter from the budget used to build it - that way, once the players become more experienced DMs can build tougher encounters without speeding up progression.</p></blockquote><p></p>
[QUOTE="delericho, post: 8749687, member: 22424"] Alignment. At some point, it will be pointed out that trying to provide a universal definition of 'good' and 'evil' is problematic; might as well get ahead of the curve. Encumbrance. Tracking of mundane ammunition. Tracking of rations. For all of these things, the rules provide the merest of nods, which are essentially useless as-is, but also provide inertia that the DM needs to fight against if they want to change. XP budgets for encounter building. Indeed, they should divorce the amount of XP gained from defeating an encounter from the budget used to build it - that way, once the players become more experienced DMs can build tougher encounters without speeding up progression. [/QUOTE]
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