Maxperson
Morkus from Orkus
What was it?Hussar’s earlier post was the best definition I’ve seen yet. And it really should end the debate IMHO.
What was it?Hussar’s earlier post was the best definition I’ve seen yet. And it really should end the debate IMHO.
I see it as I've got the rest of my life for this, and as I expect to live a good long while yet I know there'll always be many more sessions in which to do what wasn't done in this one.Yes, I’m too busy to spend an entire session shopping, or have the party split up and have to be a spectator for 2/3 of the game. Or indeed have one massive battle after another continuously.
I disagree; particularly in systems where any combat no matter how trivial can potentially result in broken gear, significant injury, and so forth.The rules are rulings OVER rules. Why waste the time of the players on a non-battle battle? A corner case scenario where the PCs are low on hit points and resources in the middle of a city is just that, a corner case. It could and should be ruled differently. Generally, though, the DM should just narrate the speedbump victory and move on.
A level 12 group against 7 kobolds isn't going to result in any of that.I disagree; particularly in systems where any combat no matter how trivial can potentially result in broken gear, significant injury, and so forth.
In grittier systems, sure. But you have to add in those systems which alters things. I'm talking from a standard rules position.In 5e it's not as big a deal - there's no real mechanics for gear breakage, and any damage you take is pretty much recovered overnight - but in grittier systems where gear isn't evergreen and hit points and-or healing are scarce resources, even the most banal of combats needs to be played out in full.
Ahh, but that can happen even if combat is glossed over due to it being trivial. We don't have to roll it out in order for the noise to happen and repercussions to come.Further - and this applies to 5e as well - depending how long it lasts and-or how much noise it creates a supposedly-trivial combat like the Kobolds-in-the-alley example could very easily be the start of a one-thing-leads-to-the-next escalating catastrophe that ends with three PCs in jail, two more PCs hiding in fear for their lives, several local constables dead or injured (along with the Kobolds and maybe a few innocent passers-by), and a couple of buildings on fire......
I don’t believe random encounter rolls are just gambles.
The player doesn’t know the odds, the stakes, or the rewards. If its anything it’s blind, and therefore meaningless.
The premise of classic D&D is that players do know the odds (1 in 6 every two or three turns, depending on which version of the rules you're using), do know the stakes (at least in Moldvay Basic, it is assumed that players read the whole book (except the sample dungeon, unless they're GMing it) wich includes the encounter tables; in AD&D the players are not assumed to know the charts but are assumed to know that there are charts corresponding to 10 levels of monsters with a greater chance of higher-leve monsters the deeper in the dungeon you are), and do know the rewards - wandering monsters are notorious for carrying little or no treasure and therefore are largely an obTstacle to successfully exiting the dungeon with the loot already collected.This is the issue with wandering monster tables. Typically players have no idea what is on the table, or even what the chance of an encounter is.
Every time you swing a weapon you run a slight risk of a fumble, in systems that have such (mine does); and a fumble has a pretty good chance of damaging or breaking said weapon.A level 12 group against 7 kobolds isn't going to result in any of that.
Standard rules?In grittier systems, sure. But you have to add in those systems which alters things. I'm talking from a standard rules position.
Yes we do; in that there's going to be much less noise if the PCs efficiently put down the Kobolds quickly compared to if they're not efficient (e.g. due to a bad run of to-hit rolls) and the Kobolds have time to raise a racket.Ahh, but that can happen even if combat is glossed over due to it being trivial. We don't have to roll it out in order for the noise to happen and repercussions to come.
Huh? There are RPGs, including versions of D&D, where the GM does not have overwhelming control over what happens next based on extrapolation by him/her about fiction that only s/he is aware of or able to invent.That way lies madness… if everything a DM does and everything a DM doesn’t do is railroading, railroading no longer has any meaning.pemerton said:But a game where the GM has overwhelming control over what happens next, based on extrapolation by him/her about fiction that only s/he is aware of or able to invent, whether or not a railroad in the strictest sense, is going to be GM-driven in most cases, I think.
What do you think happens? I'm genuinely curious, because the GM, who apparently solves the problems in your concept, is still part of the group and just as enabled as they were before, they just lack the sole enablement or expectation that it's their job automatically to parent everyone else. Somehow, removing this sole investment of duty and responsibility suddenly means this super-problem solver that fixes issues when in charge suddenly can't contribute? This is extremely weird to me.All right, let me rephrase it "A disagreement about whether the cost to benefit risk of having the GM handle these problems is better than trying to see if you can get the player group as a whole to do it." You and I see that very differently, because I have absolutely no faith in most groups doing even a half-decent job of it if left to themselves.
I can't see his posts. He has me blocked.