Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Challenge in 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pedantic" data-source="post: 8835740" data-attributes="member: 6690965"><p>That's an interesting point. I don't disagree per se, but I would contend that's actually the less important part of the problem, or maybe just the thing that you need to solve second before you succeeding at creating a challenge rich environment. The important thing for an engaging "challenge" heavy scenario, is first and foremost ensuring that your player's decisions matter. I think that requires three things: choice must be real (i.e. different mechanics must be invoked when a diplomatic or a violent approach is tried), decision quality must be evaluated (diplomacy is more likely to work than violence), and decisions must be informed (players know how the diplomacy and violence mechanics function and are different, so they are aware they are making a choice). You have to have all three before you can have agency and the enjoyment a challenge offers at all. I think 5e is generally falling down on this step, because it rarely provides enough information (often because the mechanic doesn't exist and the DM is making it up on the fly) and/or because it doesn't provide decision quality (you were always going to roll a similar skill check, no course of action was more effective).</p><p></p><p>The resource management game you're talking about is a next level concern, about how complicated and interesting the optimization case in any given challenge is. I think we've got more fundamental design problems in creating challenging gameplay, but it's definitely something that could be be improved. Assigning limited resources to solve an unknown number of problems is roughly the gameplay loop spells create, and if you aren't careful with limitations, the optimization case becomes trivial (use them all, rest, repeat). There's technically more than one way to resolve that, either by limiting the resource system, or by changing the nature of the problem (time limits, imminent threats etc.). I'm partial to week-long long rests that require a safe haven to stay in to enforce the passage of time as a threat, but if I'm spending design time trying to improve the challenge appeal of the game, I'd start with more clearly spelled out skill DCs.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8835740, member: 6690965"] That's an interesting point. I don't disagree per se, but I would contend that's actually the less important part of the problem, or maybe just the thing that you need to solve second before you succeeding at creating a challenge rich environment. The important thing for an engaging "challenge" heavy scenario, is first and foremost ensuring that your player's decisions matter. I think that requires three things: choice must be real (i.e. different mechanics must be invoked when a diplomatic or a violent approach is tried), decision quality must be evaluated (diplomacy is more likely to work than violence), and decisions must be informed (players know how the diplomacy and violence mechanics function and are different, so they are aware they are making a choice). You have to have all three before you can have agency and the enjoyment a challenge offers at all. I think 5e is generally falling down on this step, because it rarely provides enough information (often because the mechanic doesn't exist and the DM is making it up on the fly) and/or because it doesn't provide decision quality (you were always going to roll a similar skill check, no course of action was more effective). The resource management game you're talking about is a next level concern, about how complicated and interesting the optimization case in any given challenge is. I think we've got more fundamental design problems in creating challenging gameplay, but it's definitely something that could be be improved. Assigning limited resources to solve an unknown number of problems is roughly the gameplay loop spells create, and if you aren't careful with limitations, the optimization case becomes trivial (use them all, rest, repeat). There's technically more than one way to resolve that, either by limiting the resource system, or by changing the nature of the problem (time limits, imminent threats etc.). I'm partial to week-long long rests that require a safe haven to stay in to enforce the passage of time as a threat, but if I'm spending design time trying to improve the challenge appeal of the game, I'd start with more clearly spelled out skill DCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Challenge in 5E
Top