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5e Hardcore: Monster Manual
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<blockquote data-quote="Tony Vargas" data-source="post: 7012749" data-attributes="member: 996"><p>I know 'video game' gets tossed around like a pejorative, but the sad reality is that it's a market & a medium that is just vastly larger than that of TTRPGs, so more folks of higher paygrades burn out more brain cells pondering the imponderables of designing them - and, sometimes, there are valid insights to be gained from what they come up with that can be gleaned by the TTRPG hobby. Because TTRPGs don't rate the resources to come up with those sorts of things on their own.</p><p></p><p>Hopefully it's still fundamentally the same game in some sense. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> But the assumption is presumably that the game would still work at all levels (work the same or work differently, but work)...</p><p></p><p>It'd be a faulty assumption for almost every edition, sure.</p><p></p><p>Or just the middle of the 'Companion' levels in BECMI... As variously problematic and/or disappointing as capstones can be, it may well be sooner. I'm not sure the last few levels are even meant to be played. Or, rather, I suspect that they're designed with the idea that the fun of playing those levels won't come from the mechanics read off the class advancement table. </p><p></p><p> The latter seems to have a good track record.</p><p></p><p>So BA simply can't deliver 'level appropriate encounters?' That approach to play constitutes an un-supported style? </p><p></p><p>BA isn't that big a change. It's just making some factors smaller on both sides of an equation, really. It has ripple effects, though...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7012749, member: 996"] I know 'video game' gets tossed around like a pejorative, but the sad reality is that it's a market & a medium that is just vastly larger than that of TTRPGs, so more folks of higher paygrades burn out more brain cells pondering the imponderables of designing them - and, sometimes, there are valid insights to be gained from what they come up with that can be gleaned by the TTRPG hobby. Because TTRPGs don't rate the resources to come up with those sorts of things on their own. Hopefully it's still fundamentally the same game in some sense. ;) But the assumption is presumably that the game would still work at all levels (work the same or work differently, but work)... It'd be a faulty assumption for almost every edition, sure. Or just the middle of the 'Companion' levels in BECMI... As variously problematic and/or disappointing as capstones can be, it may well be sooner. I'm not sure the last few levels are even meant to be played. Or, rather, I suspect that they're designed with the idea that the fun of playing those levels won't come from the mechanics read off the class advancement table. The latter seems to have a good track record. So BA simply can't deliver 'level appropriate encounters?' That approach to play constitutes an un-supported style? BA isn't that big a change. It's just making some factors smaller on both sides of an equation, really. It has ripple effects, though... [/QUOTE]
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