this post was submitted on 30 Mar 2024
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B4: The Lost City is a classic module for D&D. At one point it (in)famously stops giving full description of the rooms but instead lists monsters in each area and tells the DM to figure out why they're here themselves. Once the reprint will show up in new anthology, I'm sure people who complain online whenever WotC uses "ruling not rules" or "DM decides" or "these parts were left for the DM to fill in" in their design (and then continues buying WotC books to keep bitching and doesn't touch 3rd party or other games for some reason) is going to be normal about it. /s

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[–] Susaga@ttrpg.network 11 points 1 year ago (2 children)

I think it's mostly cowardice, personally. People don't want to risk putting their own choices into a game based entirely on choices, just in case they aren't as good. It's better to use someone else's decisions than risk your own pride.

Then you have ignorance. A lot of people don't know how to fill the gaps, and WotC has never bothered teaching them how. Any rules they did get are rules of thumb and aren't something to use without thought (like CR), so people complain for reason 1 again.

[–] AndrasKrigare 4 points 1 year ago

I disagree. DM's always have the ability to put in their own choices and, in this case, room descriptions, regardless of what a module says. But that is work, and one of the things you buy a module for.

To make an extreme example, imagine I sold a campaign module called Blank Slate, where every page just says "and then you decide what happens next" and "decide what rooms are in this dungeon and what monsters are there."

[–] Kichae@lemmy.ca 3 points 1 year ago (1 children)

Any rules they did get are rules of thumb and aren’t something to use without thought (like CR)

And combat encounter building is a core pillar of the game. It should not be a loosey goosey "rule of thumb". If anything, it should be the most reliable set of instructions in the book.

[–] Susaga@ttrpg.network 2 points 1 year ago (2 children)

But some monsters are strong against certain builds and weak against others. Some monsters are stronger in certain environment and entirely nullified by others. Some monsters are stronger given certain allies and weaker when alone.

If you could devise a system to assign monster complexity based on every scenario you can imagine that monster being part of, then either that's an astonishingly small number of scenarios or an absurdly complex calculation to force on anyone.

[–] Kichae@lemmy.ca 1 points 1 year ago

But some monsters are strong against certain builds and weak against others.

That sounds like a party composition problem, then. Don't everyone play ice mages and then walk into a volcano.

Some monsters are stronger in certain environment and entirely nullified by others.

Sounds like monster creation rules need to be figured out before publishing the books, then.

Some monsters are stronger given certain allies and weaker when alone.

Again, monster creation rules should be reliable. And they shouldn't include context buffs that absolutely wreck the power curve.

[–] shani66@ani.social 1 points 11 months ago* (last edited 11 months ago)

Bullshit man. Pathfinder 2e had incredibly tight math behind it's design and very simple ways for dms to use it, dnd could easily do the same. Especially since dnd's direction seems to be about giving as little mechanical choice to the players as possible.

[–] shani66@ani.social 1 points 11 months ago* (last edited 11 months ago)

you know why gamefreak games suck (to use an unrelated example)? People that will just accept whatever garbage is given to them without complaint instead of having standards. If I'm buying an adventure path i expect it to be complete. Hell that applies to dnd broadly as well, awful, incomplete, overpriced game that it is.