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<blockquote data-quote="Crazy Jerome" data-source="post: 5984828" data-attributes="member: 54877"><p>On the first, sure. I'm mainly looking at that part of it from the aspect of keeping the system simple and removing a bunch of fiddly decisions/accounting from the DM's plate. Obviously, there are some broad decisions to be made, such as strange circumstances turning challenge up or down radically in the macro "adventure day," but I don't have any great compunction, once an "adventure day" is specced to a ballpark in saying that the players deal with it as they find it. </p><p> </p><p>In other words, none of this business about in the adventure day the 5 orcs over here are worth X, and the 6 orcs over there are worth Y, but if the party manages to bring both of them down on their heads at once, they get (X+Y) times bonus Z. The DM's job was to put them far enough apart that you had a reasonable chance of hitting them separately (where "reasonable" is defined in the context of the playstyle at that table.)</p><p> </p><p>I think you and I were on the same page on this part from the beginning. I was trying to elaborate on it in ways that might make it palatable to fans of 4E encounter balance.</p><p> </p><p>On the second, frankly, I see it more as mostly guidelines, with a tiny shot of mechanics to help where necessary. But if it is that simple, that only happens <strong>because</strong> it is conceptually divorced from reward and pacing. You aren't trying to say, for example, that bumping up the CR makes orc group X worth +Z amount. You only need enough information to let the DM know that merging orcs X and Y is within the parameters of what the group wants, but adding ogre O on top of that is not. You don't need a very fine grain to measure that, but you do need something somewhat finer than "adventure day".</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5984828, member: 54877"] On the first, sure. I'm mainly looking at that part of it from the aspect of keeping the system simple and removing a bunch of fiddly decisions/accounting from the DM's plate. Obviously, there are some broad decisions to be made, such as strange circumstances turning challenge up or down radically in the macro "adventure day," but I don't have any great compunction, once an "adventure day" is specced to a ballpark in saying that the players deal with it as they find it. In other words, none of this business about in the adventure day the 5 orcs over here are worth X, and the 6 orcs over there are worth Y, but if the party manages to bring both of them down on their heads at once, they get (X+Y) times bonus Z. The DM's job was to put them far enough apart that you had a reasonable chance of hitting them separately (where "reasonable" is defined in the context of the playstyle at that table.) I think you and I were on the same page on this part from the beginning. I was trying to elaborate on it in ways that might make it palatable to fans of 4E encounter balance. On the second, frankly, I see it more as mostly guidelines, with a tiny shot of mechanics to help where necessary. But if it is that simple, that only happens [B]because[/B] it is conceptually divorced from reward and pacing. You aren't trying to say, for example, that bumping up the CR makes orc group X worth +Z amount. You only need enough information to let the DM know that merging orcs X and Y is within the parameters of what the group wants, but adding ogre O on top of that is not. You don't need a very fine grain to measure that, but you do need something somewhat finer than "adventure day". [/QUOTE]
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