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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
will 4e be "gamisticly correct" ?
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<blockquote data-quote="Aloïsius" data-source="post: 3741492" data-attributes="member: 1191"><p>He use the example given as a guideline. And a precedent.</p><p></p><p>You can't list all plot devices, of course. But you can create a lot of them inside the rules, along with explanation about how they work. Remember that magic item will be in the PBH : that means that there will be something else in the DMG. Things like, huh, advices, examples and plot devices for the DM ? Stuff about what to do when confronted with so called "game breaking spells" (scry, teleport, fly, raise dead, etherealness etc...) or "save or die" effects ? Imagine that each monster in the MM has a color code or symbol, attracting the DM attention to its specificity. A little red skull in its stat block is there to remind the DM that this monster can cause such or such problem (gaze attack > death) if used without precaution. Then, in the DMG, the DM find how to use those monster adequatly.</p><p></p><p> By example, in the case of the medusa, the DM should give some hints to the players that they will have to protect themselves from its gaze. How so ? They can encounter the remains of its victims, they can encounter a survivor of a previous party, they can stumble upon legends or the diairy of some NPC.</p><p>This will allow the PC to devise a clever plan to defeat the monster. Of course, the DM can add difficulty (the medusa could have some minions with her who will try to force the players to open their eyes) but the players know what is the danger, and what they must do to avoid it.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 3741492, member: 1191"] He use the example given as a guideline. And a precedent. You can't list all plot devices, of course. But you can create a lot of them inside the rules, along with explanation about how they work. Remember that magic item will be in the PBH : that means that there will be something else in the DMG. Things like, huh, advices, examples and plot devices for the DM ? Stuff about what to do when confronted with so called "game breaking spells" (scry, teleport, fly, raise dead, etherealness etc...) or "save or die" effects ? Imagine that each monster in the MM has a color code or symbol, attracting the DM attention to its specificity. A little red skull in its stat block is there to remind the DM that this monster can cause such or such problem (gaze attack > death) if used without precaution. Then, in the DMG, the DM find how to use those monster adequatly. By example, in the case of the medusa, the DM should give some hints to the players that they will have to protect themselves from its gaze. How so ? They can encounter the remains of its victims, they can encounter a survivor of a previous party, they can stumble upon legends or the diairy of some NPC. This will allow the PC to devise a clever plan to defeat the monster. Of course, the DM can add difficulty (the medusa could have some minions with her who will try to force the players to open their eyes) but the players know what is the danger, and what they must do to avoid it. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
will 4e be "gamisticly correct" ?
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