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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Tony Vargas" data-source="post: 5810441" data-attributes="member: 996"><p>Actually, it just requires that encounters be consistent. If you set up a 5th level encounter, you don't have something that'll instantly gank a 7th level party or that couldn't possibly challenge a 3rd level one. Nevermind variability on the player side, CR was that whacked.</p><p></p><p>The thing is, as long as it's an RPG, players can and will come up with things to try, and a DM is there to arbitrate them. In 4e, the DM has some guidelines for adjudicating one-off tricks in combat (the over-cited p42), and the Skill Challenge tool for resolving non-combat (but also, well, para-combat) situations. For instance, if a party decides they're going to improve their chances vs some terrible beast by luring it into a trap, creating the trap and luring the beast into it could be handled as an SC, and the success or failure would then adjust the difficulty of the battle with said beasty. There's a structure there, and the DM can set the difficulty of both SC and combat as he sees fit. So, it's easier to resolve, and involves the players and their characters in more than just snowing the DM into arbitrarily ruling that the plan works.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5810441, member: 996"] Actually, it just requires that encounters be consistent. If you set up a 5th level encounter, you don't have something that'll instantly gank a 7th level party or that couldn't possibly challenge a 3rd level one. Nevermind variability on the player side, CR was that whacked. The thing is, as long as it's an RPG, players can and will come up with things to try, and a DM is there to arbitrate them. In 4e, the DM has some guidelines for adjudicating one-off tricks in combat (the over-cited p42), and the Skill Challenge tool for resolving non-combat (but also, well, para-combat) situations. For instance, if a party decides they're going to improve their chances vs some terrible beast by luring it into a trap, creating the trap and luring the beast into it could be handled as an SC, and the success or failure would then adjust the difficulty of the battle with said beasty. There's a structure there, and the DM can set the difficulty of both SC and combat as he sees fit. So, it's easier to resolve, and involves the players and their characters in more than just snowing the DM into arbitrarily ruling that the plan works. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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