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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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<blockquote data-quote="Scott Christian" data-source="post: 9296903" data-attributes="member: 6901101"><p>But you used the word "suck." As in they are terrible. I used the word poorly written because the concepts and ideas behind the old adventures are less clear than the newer ones. For example, combat is much more dynamic in these newer adventures; environment, skill checks, and objectives are more clearly laid out for the DM than a room with 100 skeletons for absolutely no reason. Heck, even the ecosystem's ecology makes more sense in modern adventures. </p><p></p><p>That is the point I am making. You, because of your vast experience and incredibly deep knowledge of D&D, feel the need to improve them. This might be for you as DM or for your very experienced players at the table. But give an inexperienced or even slightly experienced 19-year-old, with a passion for learning how to DM, Rime of the Frostmaiden, and there <em>is no need to change it</em>. It runs fine for them and their players. I watch this happen all the time. They learn from these adventures. They also have a lot of fun! </p><p></p><p>And that is my point. You think they "suck" because they don't fit your vast experience. You have seen or read it all, so you need to change it. Or your players have seen it all, so you need to change it. Or they didn't quite get the plot just right, so you need to change it. Or they didn't leave the plot open-ended enough, so you need to change it. Or they didn't include your players' character arcs well enough, so you had to change it. Whatever it is, there is no Goldilocks's Zone for you because your experience wants more than a 200-300 page book can deliver.</p><p></p><p>But for that 19-year-old...</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9296903, member: 6901101"] But you used the word "suck." As in they are terrible. I used the word poorly written because the concepts and ideas behind the old adventures are less clear than the newer ones. For example, combat is much more dynamic in these newer adventures; environment, skill checks, and objectives are more clearly laid out for the DM than a room with 100 skeletons for absolutely no reason. Heck, even the ecosystem's ecology makes more sense in modern adventures. That is the point I am making. You, because of your vast experience and incredibly deep knowledge of D&D, feel the need to improve them. This might be for you as DM or for your very experienced players at the table. But give an inexperienced or even slightly experienced 19-year-old, with a passion for learning how to DM, Rime of the Frostmaiden, and there [I]is no need to change it[/I]. It runs fine for them and their players. I watch this happen all the time. They learn from these adventures. They also have a lot of fun! And that is my point. You think they "suck" because they don't fit your vast experience. You have seen or read it all, so you need to change it. Or your players have seen it all, so you need to change it. Or they didn't quite get the plot just right, so you need to change it. Or they didn't leave the plot open-ended enough, so you need to change it. Or they didn't include your players' character arcs well enough, so you had to change it. Whatever it is, there is no Goldilocks's Zone for you because your experience wants more than a 200-300 page book can deliver. But for that 19-year-old... [/QUOTE]
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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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