The Red Death
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I think one of the failings of 3.5 is in large parts to not clearly explain the math that's going on behind the hood.
When you read the 1E DMG, it goes on to explain how probabilities work and such. It also has a very inclusive, "we're both DMs, here's why I do this that way" kind of tone to it thanks to EGG.
I'd like to see this from Pathfinder. For instance, the long awaited, never published "High Level Handbook" explaining everything one has to look out for, specific ways to handle specific abilities and spells in adventure design, how to design encounters, et cetera. NOT a rehash of the vastly failed "Epic Level Handbook", I hope I'm clear.
I hope the keys to the system are given to the DMs more than it ever was done in any 3.X variations before. I'd like to see a work that makes the whole mathematics, intricacies, complexities of the system readily understandable to any aspiring DM.
Is that even possible?
| toyrobots |
Once again,
I would rather see a Pathfinder DMG than a "high level handbook". It could have a big section on higher level stuff, but encounter design is 90% of a good game session, and Paizo clearly has the expertise to write a book on it. I don't care if it comes after the Bestiary, I want a Pathfinder DMG.
For all the points made in the OP, and then some.
Pathfinder X
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Well remember, Dungeon Master is trademarked...
So it would most likely be the Pathfinder Game Mastery Guide. I like the sound of that anyway...especially if they packed it with a few computer tools to help out...like a turn tracker, some calculators for encounter design, Monster stats with templates you could tack on.../drool...
It could have a chapter on hooks.
A chapter on bringing NPCs to life.
A Chapter on running High Level encounters.
| Evil Genius |
When I read this thread's title, I thought it would be about rules for the DM having his own statblock in the game :)
Smite Player (Su) - The DM can smite a player at will. The player's character instantly dies (no save) a horrible death. This might appear as divine lightning or an anvil falling from the sky.
Pathfinder X
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When I read this thread's title, I thought it would be about rules for the DM having his own statblock in the game :)
Smite Player (Su) - The DM can smite a player at will. The player's character instantly dies (no save) a horrible death. This might appear as divine lightning or an anvil falling from the sky.
Or the old stand-by..."A Red Dragon falls on you"
| toyrobots |
...especially if they packed it with a few computer tools to help out...like a turn tracker, some calculators for encounter design, Monster stats with templates you could tack on.../drool...
While I agree with you in principle,
I think they should stay out of software. Software is something of a quagmire for RPG companies. Look at the mess that was made of the never-released tools for 3e.
There are a number of free tools that work as well or better than a dedicated Pathfinder tool might. I use Maptool for all my games. If Paizo was going to break into that market, they had better be prepared to do as well or better than the free alternatives. Other companies have tried and failed to do this, so I'd rather they stick to publishing source material.
| Mattastrophic |
It's a good idea. I know my own understanding of the game became much deeper after I understood how monster stat blocks work. A section on how to quickly apply common buff suites onto monsters, or how to quickly add equipment to monsters, or a concise step-by-step guide on how to advance monsters, would be a lot of help to any DM.
-Matt
| Dogbert |
I lenarned how to be a GM with old 2E's DMG. What I liked the most is how nothing was written in stone, instead listing you many possibilities to aproach a problem like: "You can do this, or you can do this other thing, you can also take this option but then this will happen, and this last option, while possible, will result in hard feelings from the players".
A GMG must not only teach you to manage your campaign, it must also teach you to manage your players and improve your people skills. Guidelines for creating your own campaign worlds would be great (that was my favorite part in Alternity's GMG).
| Elondir |
I lenarned how to be a GM with old 2E's DMG. What I liked the most is how nothing was written in stone, instead listing you many possibilities to aproach a problem like: "You can do this, or you can do this other thing, you can also take this option but then this will happen, and this last option, while possible, will result in hard feelings from the players".
A GMG must not only teach you to manage your campaign, it must also teach you to manage your players and improve your people skills. Guidelines for creating your own campaign worlds would be great (that was my favorite part in Alternity's GMG).
I agree, the 2e DMG is really good.
I like the idea of having the math worked out.
I would particularly like for Paizo to do some research and build up a database of average stats by level and by player type (newbie, average, and powergamer, possibly adding munchkin for those Ur-Priest/Sublime Chord/Mystic Theurges weilding holy avengers without penalties). By that I mean hp, ac, bab, str, dex, con, int, wis, cha, combat damage profile (average damage round by round to account for novas in the first round), skill check bonuses, etc.
I would love to see a section somewhere on dealing with "I win" situations, like invisible flying PCs, game-breaking novas, problem spells (defined as spells that end combat as soon as they are cast).