(c) the party is exploring the world and might discover some places that are very dangerous and will need to be revisited later (if at all)?
Hex crawls and West Marches type campaigns, I think, are good examples.
Which I explicitly excluded with the whole "knowing" bit. If you're
exploring, you don't have knowledge of what you're going to face, do you? But you're still going to at least
try to go to places that aren't
likely to be suddenly and shockingly difficult or absolutely trivial and unrewarding, right? Even in a "West Marches" game. You're foing to
try to do things that are relevant and not things that are dull or deathtraps.
Everyone? Always? I'd rather not go there (not that I really even get the question... but that's probably on me).
People have been on the hyperbole train for ages in this thread. Feels a bit odd that it's only
now unacceptable.
I think that maybe cuts both ways when you infer too deeply what people are trying to say. We can leave it at that. Grazie mille.
Why is inference only a problem when one side does it? There's been
plenty of it in the thread thus far.
Personally I would give the PCs the option to do research of some sort to try to determine the numbers. But I'd have it a decision point in the campaign, associate some risk to spying. Perhaps a special mission to gather intel might be fun. There's nothing wrong with the PCs knowing things ahead of time, I just want it to be knowledge that the PC earned not information the players know that the PCs had no way of knowing. It may be just a matter of presentation in some cases, but maintaining the illusions of the fiction is more fun for me.
Question: What spying is required to gain the knowledge, "because we defeated the Goblin King's reinforcements yesterday, the Goblin King now has fewer forces to call on than he had before"? Because that was the core point here. When the Goblin King has quantum reinforcements that are always exactly as full as the DM needs them to be, that show up whenever the DM decides the players just did excessively well in a particular battle (or don't show up if the players struggled a lot), it's at least as artificial as it would be to have encounters balanced to selected levels (not
the party's level, but whatever level makes sense for the various goblin squads to be.) I would argue
far more artificial, actually, because real armies are actually organized into groups of roughly comparable ability so they may be deployed more effectively, while zero real armies have the power (and curse) of growing stronger when their enemies are unexpectedly strong and weaker when their enemies are unexpectedly weak.
If they're following the guidelines provided
So following guidelines consistently is acceptable, but following rules consistently is not? Having guidelines is perfectly copacetic for allowing the world to feel real, but having rules is not? I just...I don't get it.
I think this is presuming that some specific encounter has to result in an instant kill or a waste of time. I run a character driven West Marches/Sandbox hybrid right now and I don't concern myself with this question as it's presuming that I will know what my players will or will not find worth doing and/or instantly deadly.
...because a system with a functional encounter design system will give you a good idea of that. An encounter that is designed to be a minor skirmish for 1st level characters (say, "medium" difficulty in 5e) is going to be pretty boring for 10th level characters,
even in 5th edition. The party will roflstomp it. An encounter designed to be a serious challenge for 20th level characters (a step beyond "deadly") will be instantly lethal. The problem is, in 5e, the CR system is so useless, you can get the same problems from encounters built for level 8 and 12!
Now, of course, some trivial things are still worth doing because they have some other rationale behind them, but we don't really have good words in English for "this genuinely trivial, no-challenge task that still needs to be done because we care about something that requires that task." Mostly, I think, because it's assumed that if the trivial thing is worth doing, you'd have done it already.
As an example, an empty cave might at first glance appear to be a waste of time with nothing worth doing... or the players could decide to claim it as a supply store and mini-homebase allowing them to explore further.
Which...has
nothing whatever to do with encounter building. This is a total
non sequitur.
An ancient dragon could swoop down on them and at first glance (and if you choose to attack) it appears to be an instant death encounter... of course talking and negotiating with it could prove fruitful.
Which also has nothing to do with encounter building.
It isn't about the system per se, but about the expectations that it sets up in the player base. The same way having costs for magic items sets up the expectation that a character can purchase them.
I don't understand how these things are at all comparable. Besides, it's not like 5e
doesn't have magic item prices. It does! Yet the books exclaim the "magic item mart" just fine.
Game without verisimilitude misses the point just as much as verisimilitude without game misses the point.
I just wish there were more allowance for the problems of "verisimilitude without game." As in, y'know,
any at all.
Not using a power isn't the same as not having it.
It absolutely is, if the reason you don't use that power is because you know using it would have bad consequences you are unwilling to accept.
Otherwise, every US President has always had absolute power. They just haven't chosen to use it because the consequences would be very bad for them and the country.
Power you would not ever be willing to use is power you don't have.
But at least you tried it and learned from firsthand experience, which is IMHO much better than assuming that you would disliking it. I appreciate that you were willing to try sushi.
Edit: I should also add that there was this one game during my time in high school that I was absolutely convinced that I would hate because it sounded ridiculous when my friends described what it involved. The game was called "Dungeons & Dragons." But I tried it and loved it.
Likewise, there was a game I was taught to hate, without having ever played it, because friends I (formerly) trusted trashed it for being a cash-grab, flagrantly unrealistic, and full of stupid and meddlesome interference that ruined games for literally no reason.
That game is called "4th edition D&D." Which, as most who know me on here know, is my favorite flavor of D&D.
Relying on secondhand accounts and superficial impressions is often a faulty strategy.