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D&d is not a good sandbox?
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<blockquote data-quote="happyhermit" data-source="post: 6860765" data-attributes="member: 6834463"><p>Wait, what? A person might think it is more <em>interesting</em> to hop into a UFC ring, than to practice some mixed martial arts or boxing at a local gym. Unless they are insane though, they are going to choose an appropriate challenge.</p><p></p><p></p><p></p><p>There is nothing meta about a character assessing approximate strength of an enemy, it is something that we all are inherently capable of to varying degrees and it only makes sense that sentient creatures in-game would also be able to do so. As to the "come back in x amount of time when we are more powerful", that is not something that should be asked or answered. There might be a way for the PCs to kill that giant in non-traditional ways for example. Or, as mentioned they could choose to come back when they have worked themselves up to that metaphorical UFC level that I mentioned. Whether or not it is weeks or years in-game for them to be capable depends entirely on how the game is run. </p><p></p><p></p><p></p><p>Again, that is not at all metagaming if approached from a character perspective. The characters see themselves improving, on whatever timescale is used, and if they can kill a giant rat without batting an eye it makes sense that they would be more confident to take on stronger foes. </p><p></p><p></p><p>I got a lot out of this thread, haven't seen so many open world type people in awhile. Sandbox style games are by far my favorite these days and I have found 5e really handles them fine. Bounded accuracy has helped me a lot. I don't often get to held up on numbers, as it has rarely ever taken away from the sandboxy feel, so I tend to use them to create the effect desired. The fact that a horde of goblins remains a threat even to higher level characters (albeit a somewhat annoying one) has been really nice. That little goblin lair you left a year ago shouldn't be much of a problem now... unless there are a lot more of them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Or more often, the PCs know that there are goblins in the area, but the number they encounter at any particular time is not definite.</p><p></p><p>I have played some really simulationist type games in the past, either by rolling or actually determining where darn near everything is, but I found all that really matters is the "feel". What matters is that the players feel like their characters can try to do anything it makes sense for them to try.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 6860765, member: 6834463"] Wait, what? A person might think it is more [I]interesting[/I] to hop into a UFC ring, than to practice some mixed martial arts or boxing at a local gym. Unless they are insane though, they are going to choose an appropriate challenge. There is nothing meta about a character assessing approximate strength of an enemy, it is something that we all are inherently capable of to varying degrees and it only makes sense that sentient creatures in-game would also be able to do so. As to the "come back in x amount of time when we are more powerful", that is not something that should be asked or answered. There might be a way for the PCs to kill that giant in non-traditional ways for example. Or, as mentioned they could choose to come back when they have worked themselves up to that metaphorical UFC level that I mentioned. Whether or not it is weeks or years in-game for them to be capable depends entirely on how the game is run. Again, that is not at all metagaming if approached from a character perspective. The characters see themselves improving, on whatever timescale is used, and if they can kill a giant rat without batting an eye it makes sense that they would be more confident to take on stronger foes. I got a lot out of this thread, haven't seen so many open world type people in awhile. Sandbox style games are by far my favorite these days and I have found 5e really handles them fine. Bounded accuracy has helped me a lot. I don't often get to held up on numbers, as it has rarely ever taken away from the sandboxy feel, so I tend to use them to create the effect desired. The fact that a horde of goblins remains a threat even to higher level characters (albeit a somewhat annoying one) has been really nice. That little goblin lair you left a year ago shouldn't be much of a problem now... unless there are a lot more of them ;) Or more often, the PCs know that there are goblins in the area, but the number they encounter at any particular time is not definite. I have played some really simulationist type games in the past, either by rolling or actually determining where darn near everything is, but I found all that really matters is the "feel". What matters is that the players feel like their characters can try to do anything it makes sense for them to try. [/QUOTE]
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