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Thursday, 26th July, 2012, 09:19 PM #31
The Grand Druid (Lvl 20)
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Thursday, 26th July, 2012, 09:48 PM #32
Time Agent (Lvl 24)
All right, but I'm not trying to revolutionize the nature of human motivation in regards to pretending to be a magical gumdrop elf in this message board post. I'm just trying to tie together Encounter and Daily styles into one system.Originally Posted by Mark CMG
Which is why I said I think the reward system it's a slightly different (though related) issue.
--- Jacob J Driscoll, Ravens in his Loft---
"Mother forget me now that the creek drank the cradle you sang to"
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Thursday, 26th July, 2012, 10:43 PM #33
The Grand Druid (Lvl 20)
Right, but an overhaul of the reward system geared toward RPing, with codification that stems from RPing regardless of whether it is combat-oriented, exploration, or interaction, mitigates the problems of per-day versus per-encounter, and allows individual group playstyles to dictate the goals and rewards gleaned from the system. It puts the horse back in front of the cart no matter who is driving, how fast they wish to go, or even how experienced a driver they are.
Friday, 27th July, 2012, 05:42 AM #34
Grandmaster of Flowers (Lvl 18)
I don't. DC and SC are not in my game.How do you decide how the DC and number of successes necessary to have successful diplomacy with a dragon?
If they want to get all diplomatic on the dragon then they gotta get all diplomatic with me (in character), and we'll see where it goes.
All true.Sure. But whether you're sneaking past the ogre, or killing it with swords, or recruiting it to your side, you're overcoming a challenge. These challenges might even have different XP values, since they may be of varying difficulty or complexity! And if you can account for the danger they pose to the party, you can build your own adventure without having to be an old hand at the thing already.
Wouldn't be nearly as much of an issue had the last few editions had a decent series of canned adventure modules to back them up at launch - we'd be able to advise new DMs to use canned modules for their first few adventures and keep our consciences clear in the process.
But realistically, a new DM probably should stick to canned adventures for a while, until she learns the ropes (says he, whose first experience at DMing was an adventure I'd designed myself - badly - which I then proceeded to DM - badly - why my players stuck around after that remains a mystery to this day).
Unless it happens all the time I don't mind the party occasionally pulling a rabbit out of their collective hat and nuking what would otherwise be a tough encounter. Sometimes you just do happen to have the right answer. But sometimes you don't...All it means is making sure the party can't ruin an individual encounter with a certain effect,
This I don't care so much about. Round-by-round or encounter-by-encounter or even adventure-by-adventure contribution balance is irrelevant, as long as it sort of evens out in the long run. And it usually does, with any long-term imbalance usually due to the players involved rather than the game mechanics.and that each party member can add to each encounter in some way.
Sometimes there's going to be situations in which you are useless*. Other times you're going to be the only one who can get it done. Fact of life, just like the real world.
* - I find this comes up more often the further away from the core 4 a class gets. The core 4 can usually find a way to do something useful just about all the time.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *DM: Telenet 1984-1994, Riveria 1995-2007, Decast 2008 -->* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *