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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6844916" data-attributes="member: 5834"><p>That would be a helpful app.</p><p></p><p>I just love intense debate, a little too much for many tastes. I never dislike anyone or hold any grudges against the people I'm in discussions with. I always enjoyed your tactical viewpoint, though I still want to use the necromancer idea in some campaign where it would be role-play appropriate. The idea of skeleton squad following me about is amusing.</p><p></p><p>I enjoy seeing the different way people do things. I enjoy reading <strong>Iserith</strong> and <strong>Flamestrike</strong>'s encounter design because it is different from mine. I know you have your ideas about encounter design that are different from all of ours. Even <strong>Iserith</strong> and <strong>Flamestrike</strong> who agree about the 6-8 encounter day being sufficient have different ways of building the encounters and running them. That's what makes coming to a board so interesting. You get to see all these different ideas that all seem to accomplish the same task: having fun playing D&D. Rarely are two tables alike. It shows how creative D&D players are and how much the game inspires creative thinking in so many. As geeky as some think this game is, I'd bet money if you ran tests on the creativity of D&D players, you would find a much higher level of creative thinking in the group as a whole because the game requires it. Then you would likely get sample bias because the game in general attracts creative thinkers with highly active imaginations because that is the target audience. If you can't imagine the scenes in your mind's eye, even if they're more scenes from a video game, then D&D is hard to enjoy.</p><p></p><p>Keep on theory-crafting, Hemlock. It's generally interesting to read.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6844916, member: 5834"] That would be a helpful app. I just love intense debate, a little too much for many tastes. I never dislike anyone or hold any grudges against the people I'm in discussions with. I always enjoyed your tactical viewpoint, though I still want to use the necromancer idea in some campaign where it would be role-play appropriate. The idea of skeleton squad following me about is amusing. I enjoy seeing the different way people do things. I enjoy reading [b]Iserith[/b] and [b]Flamestrike[/b]'s encounter design because it is different from mine. I know you have your ideas about encounter design that are different from all of ours. Even [b]Iserith[/b] and [b]Flamestrike[/b] who agree about the 6-8 encounter day being sufficient have different ways of building the encounters and running them. That's what makes coming to a board so interesting. You get to see all these different ideas that all seem to accomplish the same task: having fun playing D&D. Rarely are two tables alike. It shows how creative D&D players are and how much the game inspires creative thinking in so many. As geeky as some think this game is, I'd bet money if you ran tests on the creativity of D&D players, you would find a much higher level of creative thinking in the group as a whole because the game requires it. Then you would likely get sample bias because the game in general attracts creative thinkers with highly active imaginations because that is the target audience. If you can't imagine the scenes in your mind's eye, even if they're more scenes from a video game, then D&D is hard to enjoy. Keep on theory-crafting, Hemlock. It's generally interesting to read. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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