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Story Hour
Tæün: Reflections (Updated 11-1-04)
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<blockquote data-quote="Hjorimir" data-source="post: 1529671" data-attributes="member: 5745"><p>Hey ForceUser. </p><p></p><p>While the game certainly assumes a certain level of character wealth, I don’t think it assumes the content of that wealth. Meaning, I don’t think there is a big list of ‘standard’ items each character is assumed to have. If anything, they might be assuming magic weapons needed to overcome DR. But that beggars another question: Why have DR if you’re going to design the game assuming characters will always be able to bypass the resistance?</p><p></p><p>Hrmmm…</p><p></p><p>I do consider group ability (as opposed to a specific character’s ability) when designing an encounter. Though, I do not design all encounters to be defeated by the player characters (I suggest using scouts, investigation, information gathering, and other legwork as necessary in order to have a chance at knowing what you may be up against). </p><p></p><p>You should expect some encounters over the course of the game where the players do not have the ideal items to overcome the defenses of the opponents you face. However, if you recall my experience system, that will mean that for the same encounter you will be rewarded with an even greater amount of experience points.</p><p></p><p>I do agree that this can make some encounters a bit tougher than they normally would be. I am comfortable with that. I don’t really like the players to always be comfortable in combat. Combat is dangerous and people can die. I am hopeful that this will encourage the players to not always think with their sword and see if there are other (less dangerous) ways of achieving their goals. But, on the other hand, I love a good melee! Tæün will be a bit grittier than some of my past campaigns. The removal of conventional alignments alone creates an environment full of moralistic grays.</p><p></p><p>I suspect that tracking down magic items will be something the player characters will have to busy themselves with in addition to other objectives, goals, and plots.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1529671, member: 5745"] Hey ForceUser. While the game certainly assumes a certain level of character wealth, I don’t think it assumes the content of that wealth. Meaning, I don’t think there is a big list of ‘standard’ items each character is assumed to have. If anything, they might be assuming magic weapons needed to overcome DR. But that beggars another question: Why have DR if you’re going to design the game assuming characters will always be able to bypass the resistance? Hrmmm… I do consider group ability (as opposed to a specific character’s ability) when designing an encounter. Though, I do not design all encounters to be defeated by the player characters (I suggest using scouts, investigation, information gathering, and other legwork as necessary in order to have a chance at knowing what you may be up against). You should expect some encounters over the course of the game where the players do not have the ideal items to overcome the defenses of the opponents you face. However, if you recall my experience system, that will mean that for the same encounter you will be rewarded with an even greater amount of experience points. I do agree that this can make some encounters a bit tougher than they normally would be. I am comfortable with that. I don’t really like the players to always be comfortable in combat. Combat is dangerous and people can die. I am hopeful that this will encourage the players to not always think with their sword and see if there are other (less dangerous) ways of achieving their goals. But, on the other hand, I love a good melee! Tæün will be a bit grittier than some of my past campaigns. The removal of conventional alignments alone creates an environment full of moralistic grays. I suspect that tracking down magic items will be something the player characters will have to busy themselves with in addition to other objectives, goals, and plots. [/QUOTE]
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