Paul Farquhar
Legend
2) is about genre emulation, 3) is about game pacing and fun. But they aren’t completely unconnected, true.Isn't 3) just 2) (narrative rhythm) in a different context?
2) is about genre emulation, 3) is about game pacing and fun. But they aren’t completely unconnected, true.Isn't 3) just 2) (narrative rhythm) in a different context?
It had nothing whatsoever to do with resources (Beowulf didn’t use any). Beowulf did not fight the second monster because it didn’t appear until quite a while later. And that was because it was basically a sequel. one monster is enough for one story, having more monsters devalues all monsters.Grendel or his mother because they've expended too many resources in the first fight.
If the fights are about expending resources, then the players cannot “lose” the individual fights. However, they can consume too many resources, as a consequence of bad rolls or whatever, which means the party will enter the final battle with no chance of winning.common fights might actually be interesting rather than boring.
True, but if that was the whole problem, then we solved for it 30+ years ago with BECMI.Point. That's the main problem though isn't? Nova buttons and easy healing and bulk HP?
And the players of course even if Mearls is being slightly hyperbolic.
True, but if that was the whole problem, then we solved for it 30+ years ago with BECMI.
This.Difference was no expectation of a balanced encounter
This.
And 5e works fine if you don’t worry about balanced encounters.
I don't think it's just boss fights. But I do think 1-3 encounters per rest period is the sweet spot. I think each encounter needs to be difficult, but I think there should be enough recovery options between encounters that the next is only slightly more difficult due to being in the previous. Some common ways to accomplish this would be encounter recharge powers or 5 min short rests. Could also give enough resources but place strict per enocunter limits on them that they could go through alot more encounters if needed but narratively will likely get to rest and get back to full strength before that.If the fights are about expending resources, then the players cannot “lose” the individual fights. However, they can consume too many resources, as a consequence of bad rolls or whatever, which means the party will enter the final battle with no chance of winning.
The solution is to focus on boss fights, and make them potentially deadly to a party at or near full strength. The players cannot rest whenever they like.
What does 'works fine' even mean?This.
And 5e works fine if you don’t worry about balanced encounters.