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General Tabletop Discussion
*Dungeons & Dragons
Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Iosue" data-source="post: 6465493" data-attributes="member: 6680772"><p>17 out of 96 is 17.7%, not quite 20%. And negative reaction rolls don't mean combat; they mean negative reactions which <em>may</em> include combat. They may just as likely mean the monsters want a bigger bribe or similar negative reaction. The only automatic attack on the reaction table is snake-eyes, which is on 2d6 is a 2.78 percent. So <em>now</em> we get to 20%. Everything else is dependent on the group. If they love combat, they're going to fight a lot. If they don't find combat especially interesting, it may only go up a little bit. And that's not even considering that while the above 20% accounts for monsters that auto-attack, there's also the possibility, through planning and scouting, of <em>avoiding</em> combat in those encounters on the players' side. The gray oozes, for example. They auto attack, but if the party spots them first, they can easily avoid them without giving battle. The gelatinous cube of course doesn't really attack as a much as sit there and blocks the PCs' way. </p><p></p><p>Seriously, B2 is all about what you bring to the table. That is its essential (often overlooked) genius. If you approach from the perspective of exploration and interaction, that's what it gives you. If you approach it from a "Kill all the goblins" perspective, it'll give you that, too. Heck, want to be evil and take over the Keep? That'll work. So saying that the most popular module of all time results in half of encounters being combat is essentially meaningless. It gives you as much combat as you want.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6465493, member: 6680772"] 17 out of 96 is 17.7%, not quite 20%. And negative reaction rolls don't mean combat; they mean negative reactions which [i]may[/i] include combat. They may just as likely mean the monsters want a bigger bribe or similar negative reaction. The only automatic attack on the reaction table is snake-eyes, which is on 2d6 is a 2.78 percent. So [i]now[/i] we get to 20%. Everything else is dependent on the group. If they love combat, they're going to fight a lot. If they don't find combat especially interesting, it may only go up a little bit. And that's not even considering that while the above 20% accounts for monsters that auto-attack, there's also the possibility, through planning and scouting, of [i]avoiding[/i] combat in those encounters on the players' side. The gray oozes, for example. They auto attack, but if the party spots them first, they can easily avoid them without giving battle. The gelatinous cube of course doesn't really attack as a much as sit there and blocks the PCs' way. Seriously, B2 is all about what you bring to the table. That is its essential (often overlooked) genius. If you approach from the perspective of exploration and interaction, that's what it gives you. If you approach it from a "Kill all the goblins" perspective, it'll give you that, too. Heck, want to be evil and take over the Keep? That'll work. So saying that the most popular module of all time results in half of encounters being combat is essentially meaningless. It gives you as much combat as you want. [/QUOTE]
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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