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<blockquote data-quote="Blue" data-source="post: 8547394" data-attributes="member: 20564"><p>If by "encyclopedic" you mean the full details, that is not at all what I was claiming.</p><p></p><p>Think of it more like a table of contents. I know what the charater's abilities are. I don't the "encyclopedia entry" for them.</p><p></p><p>For example, if a ranger in my group has picked desert for their favored terrain, it's important I know that so I can have desert show up occasionally and not make it a wasted feature. That's not the "encyclopedia entry" of how favored terrain works. Or if the paladin is immune to disease make it show up. Have a poison gas terrain feature that the dwarf can show off their advantage and resistance. It is knowing what features all of your characters have.</p><p></p><p>You bring up what the group wants - of course, that's adventure design 101. I'm not also claiming anywhere this replaces that. What I am saying is that if you know what your characters can do, you can show some love and spotlight time on the ones getting neglected. That if your rogue spent there expertise options on skills to deal with traps, make sure there are traps occasionally. If another character is a folk hero, work that in occasionally, even if it's just the hook with commoners seeking them out.</p><p></p><p>It's a trivial thing each level to jot down what new abilities the characters get, and when you are planning your session it's a great source of inspiration for challenges. <em>It makes your job easier, and makes the players feel even cooler.</em></p></blockquote><p></p>
[QUOTE="Blue, post: 8547394, member: 20564"] If by "encyclopedic" you mean the full details, that is not at all what I was claiming. Think of it more like a table of contents. I know what the charater's abilities are. I don't the "encyclopedia entry" for them. For example, if a ranger in my group has picked desert for their favored terrain, it's important I know that so I can have desert show up occasionally and not make it a wasted feature. That's not the "encyclopedia entry" of how favored terrain works. Or if the paladin is immune to disease make it show up. Have a poison gas terrain feature that the dwarf can show off their advantage and resistance. It is knowing what features all of your characters have. You bring up what the group wants - of course, that's adventure design 101. I'm not also claiming anywhere this replaces that. What I am saying is that if you know what your characters can do, you can show some love and spotlight time on the ones getting neglected. That if your rogue spent there expertise options on skills to deal with traps, make sure there are traps occasionally. If another character is a folk hero, work that in occasionally, even if it's just the hook with commoners seeking them out. It's a trivial thing each level to jot down what new abilities the characters get, and when you are planning your session it's a great source of inspiration for challenges. [I]It makes your job easier, and makes the players feel even cooler.[/I] [/QUOTE]
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