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*Dungeons & Dragons
2/4/2013 L&L:A Change in Format
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<blockquote data-quote="Li Shenron" data-source="post: 6082358" data-attributes="member: 1465"><p>Wow! The exploration rules sound very promising, I would really like something structured to handle all those phases of exploration where you have only a few interesting things in an otherwise long trip (even if "long" might mean just a corridor in a dungeon or a tunnel in a cave complex). IMXP in these moments the players tend to do almost all the time the same thing: "I keep looking for traps" says the Rogue, "I walk in the front and stay ready for combat" says the Fighter, etc. but the problem I usually have is that the DM either </p><p></p><p>(a) remains in "full-description mode" detailing every step the PC take, which results in frequent periods of boredom when there is nothing interesting to be found (or at least it isn't found successfully)</p><p>(b) fast-forward to the interesting places, practically telling the players about when there is actually something interesting to be found</p><p></p><p>Another way to deal with this problem is to have something to do or to find in almost every dungeon room (or whatever), but I very much want to have very large locales with sparse points of interests (e.g. the caves of Moria).</p><p></p><p>I think a better defined structure for exploration would allow the DM to create a "pace" for exploration which <em>automatically</em> runs fast over uninteresting places (or over missed opportunities) from the player's POV without skipping them altogether from the PC's POV, only to stop and slow down to full-description mode as soon as the PCs find something, or something finds the PCs...</p><p></p><p>--------</p><p></p><p>The "middle ground rules" between normal combat and mass combat is just what I was hoping for last spring!! I would really, really like to feature fights against hordes of small monsters or combats between 2 <em>small</em> armies, these can vary the story of an adventure very well. </p><p></p><p>And when discussing about this on ENW, I was just thinking about a system that would <em>approximate</em> the outcome of the regular combat rules (which otherwise would make such battle last incredibly long), for example by replacing rounds with minutes and dice of damage with dice of killed monsters. It doesn't have to be like that, but I think they are heading into a similar direction, which is just great news to me!</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6082358, member: 1465"] Wow! The exploration rules sound very promising, I would really like something structured to handle all those phases of exploration where you have only a few interesting things in an otherwise long trip (even if "long" might mean just a corridor in a dungeon or a tunnel in a cave complex). IMXP in these moments the players tend to do almost all the time the same thing: "I keep looking for traps" says the Rogue, "I walk in the front and stay ready for combat" says the Fighter, etc. but the problem I usually have is that the DM either (a) remains in "full-description mode" detailing every step the PC take, which results in frequent periods of boredom when there is nothing interesting to be found (or at least it isn't found successfully) (b) fast-forward to the interesting places, practically telling the players about when there is actually something interesting to be found Another way to deal with this problem is to have something to do or to find in almost every dungeon room (or whatever), but I very much want to have very large locales with sparse points of interests (e.g. the caves of Moria). I think a better defined structure for exploration would allow the DM to create a "pace" for exploration which [I]automatically[/I] runs fast over uninteresting places (or over missed opportunities) from the player's POV without skipping them altogether from the PC's POV, only to stop and slow down to full-description mode as soon as the PCs find something, or something finds the PCs... -------- The "middle ground rules" between normal combat and mass combat is just what I was hoping for last spring!! I would really, really like to feature fights against hordes of small monsters or combats between 2 [I]small[/I] armies, these can vary the story of an adventure very well. And when discussing about this on ENW, I was just thinking about a system that would [I]approximate[/I] the outcome of the regular combat rules (which otherwise would make such battle last incredibly long), for example by replacing rounds with minutes and dice of damage with dice of killed monsters. It doesn't have to be like that, but I think they are heading into a similar direction, which is just great news to me! [/QUOTE]
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