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Rule-of-Three: 07/10/2012
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<blockquote data-quote="I'm A Banana" data-source="post: 5966737" data-attributes="member: 2067"><p>You're missing the big reveal that <a href="http://daedaluswing.wikidot.com/how-to-balance-vancian-casting" target="_blank">there's no real balance difference between rolling an attack in a combat and rolling a Perception check in a mystery</a>.</p><p></p><p>When you play D&D, you determine the success or failure of any given PC action on a regular basis. In a mystery, you're failing or succeeding at noticing clues, interrogating suspects, selecting the right leads, keeping things secret, etc.</p><p></p><p>Saying that the average adventuring day is, say, 18 successes long, isn't mandating the circumstances in which you get those successes. They might be attacks vs. goblins, or they might be Charisma checks vs. Reticent Witnesses.</p><p></p><p>All the "adventuring day balance" means is that the game assumes you have the resources for securing a certain number of those over the course of probably about twice as many die rolls.</p><p></p><p>I mean, hypothetically, if I was to make a mystery adventure in a 5e that had 4e-style pacing, I'd maybe say, of the 18 successes per party member required, the "mystery" portion takes up maybe 12 (various skill checks or noncombat challenges). The final battle might require 6 success per party member, meaning that the final battle is like a standard 4e combat, and the mystery is itself like undertaking two combats. </p><p></p><p>In such an adventure, hypothetical daily resources like <em>Speak With Dead</em> or such might be very useful (worth 6 successes on its own -- equivalent to an Instant Death attack!). </p><p></p><p>And if the next witness is murdered when the party takes a sleep, that can be functionally the same, as far as balance is concerned, as a warren of goblins picking up and moving to a new lair: making it so that you STILL need to spend your daily resources in order to secure victory in the adventure.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5966737, member: 2067"] You're missing the big reveal that [URL="http://daedaluswing.wikidot.com/how-to-balance-vancian-casting"]there's no real balance difference between rolling an attack in a combat and rolling a Perception check in a mystery[/URL]. When you play D&D, you determine the success or failure of any given PC action on a regular basis. In a mystery, you're failing or succeeding at noticing clues, interrogating suspects, selecting the right leads, keeping things secret, etc. Saying that the average adventuring day is, say, 18 successes long, isn't mandating the circumstances in which you get those successes. They might be attacks vs. goblins, or they might be Charisma checks vs. Reticent Witnesses. All the "adventuring day balance" means is that the game assumes you have the resources for securing a certain number of those over the course of probably about twice as many die rolls. I mean, hypothetically, if I was to make a mystery adventure in a 5e that had 4e-style pacing, I'd maybe say, of the 18 successes per party member required, the "mystery" portion takes up maybe 12 (various skill checks or noncombat challenges). The final battle might require 6 success per party member, meaning that the final battle is like a standard 4e combat, and the mystery is itself like undertaking two combats. In such an adventure, hypothetical daily resources like [I]Speak With Dead[/I] or such might be very useful (worth 6 successes on its own -- equivalent to an Instant Death attack!). And if the next witness is murdered when the party takes a sleep, that can be functionally the same, as far as balance is concerned, as a warren of goblins picking up and moving to a new lair: making it so that you STILL need to spend your daily resources in order to secure victory in the adventure. [/QUOTE]
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