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Community
General Tabletop Discussion
*TTRPGs General
A couple of thoughts about encounter balance
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<blockquote data-quote="Ariosto" data-source="post: 5024668" data-attributes="member: 80487"><p>In a tournament scenario that <em>provides</em> the starting state of characters, and strongly <em>directs</em> the order of events, with arbitrary limits on player action in place -- naturally you have a "better grasp of relative balance between party and monsters" in encounters #1, #2, #3, etc..</p><p></p><p>In an old-style campaign, you are not in charge of <em>any</em> of that. If the players decide that Characters A, B, and C and their henchmen will undertake a venture down a passage in the Lonely Mountain, then your job is just to adjudicate things fairly. The players are free to assess the situation and adjust their plans accordingly at any time. There is no guarantee that trying to beat a Balrog would be anything but suicidal -- but there is nothing forcing them to do so.</p><p></p><p>This "sandbox" you propose appears to me to offer the worst of both worlds. You have "your planned (story) adventure", with "encounters that the party must overcome if they're to continue the adventure" -- a taking over of control as in a tournament -- but up to that point, you give players enough rope to hang themselves -- a portion of the freedom of a campaign -- by messing with your ability to predict their state when they get locked into your program of encounters.</p><p></p><p>If you really want to do that, then I think you had better take responsibility for adjusting encounters on the fly to some standard of per-encounter balance. There may still be some scope for strategy on the players' part, but in essence you seem to have made each encounter a game in itself.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5024668, member: 80487"] In a tournament scenario that [I]provides[/I] the starting state of characters, and strongly [I]directs[/I] the order of events, with arbitrary limits on player action in place -- naturally you have a "better grasp of relative balance between party and monsters" in encounters #1, #2, #3, etc.. In an old-style campaign, you are not in charge of [I]any[/I] of that. If the players decide that Characters A, B, and C and their henchmen will undertake a venture down a passage in the Lonely Mountain, then your job is just to adjudicate things fairly. The players are free to assess the situation and adjust their plans accordingly at any time. There is no guarantee that trying to beat a Balrog would be anything but suicidal -- but there is nothing forcing them to do so. This "sandbox" you propose appears to me to offer the worst of both worlds. You have "your planned (story) adventure", with "encounters that the party must overcome if they're to continue the adventure" -- a taking over of control as in a tournament -- but up to that point, you give players enough rope to hang themselves -- a portion of the freedom of a campaign -- by messing with your ability to predict their state when they get locked into your program of encounters. If you really want to do that, then I think you had better take responsibility for adjusting encounters on the fly to some standard of per-encounter balance. There may still be some scope for strategy on the players' part, but in essence you seem to have made each encounter a game in itself. [/QUOTE]
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A couple of thoughts about encounter balance
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