Here's the link to the original.
Just going to quote my favorite part:
There are a lot of pieces of D&D that a veteran gamer doesn't need, but a newcomer, casual gamer, or DM short on time finds critical. Here are two specific examples.
Adventure Design Guidelines: Stuff such as XP budgets, treasure tables, encounter charts, and so on are there to make it easier to create adventures and build your campaign. If you are a veteran DM, it's quite likely you won't use any of this stuff.
I'll let you in on a secret. I DM'ed a year-long Eberron campaign in 3E and I never once used the rules for treasure or wealth by level. I gave out stuff that seemed cool and appropriate, and the game worked fine. I used the challenge rating system as a starting point, but modified stuff to fit my group.
Here's some cake. Maybe later, we can eat it too ;)
No! Everything Mearls says is wrong!
ReplyDelete:)
Actually, I do kinda disagree with an assumption behind this. If these rules (really, conventions) are not going to be used all the time, why include them in the main book? They could easily be described by example scenarios.