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Dragon Editorial: Fearless
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<blockquote data-quote="I'm A Banana" data-source="post: 4063012" data-attributes="member: 2067"><p>I think they've done several things to attack the problem. It consists of, but is not exclusive to:</p><p></p><ul> <li data-xf-list-type="ul">More HP padding at first level, less at high level (which keeps 1st level players alive while keeping high-level characters from resting too easily)</li> <li data-xf-list-type="ul">A continuum of monsters from easy 'minions' to challenging 'solo' monsters (which allows DMs to mix and match resources in an encounter)</li> <li data-xf-list-type="ul">A focus on making the encounter itself fun, with mobility and regenerating abilities (so that the PC's aren't worried about being left without their big guns)</li> <li data-xf-list-type="ul">Encounter design that goes for multiple monsters (allowing DMs more variety and style in the type of critters the PCs face).</li> <li data-xf-list-type="ul">Eradicating 'binary' abilities (immunities, stats so high no one can touch them, etc.)</li> </ul><p></p><p>None of those things necessarily remove the challenge from the game, but they allow for results of an encounter beyond "save" or "die." Just because they don't often die doesn't mean tht the encounter isn't challenging in one way or another, though. It's not a very robust pattern of thought that can't accomodate ideas for consequences beyond "succeed" or "fail."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4063012, member: 2067"] I think they've done several things to attack the problem. It consists of, but is not exclusive to: [LIST] [*]More HP padding at first level, less at high level (which keeps 1st level players alive while keeping high-level characters from resting too easily) [*]A continuum of monsters from easy 'minions' to challenging 'solo' monsters (which allows DMs to mix and match resources in an encounter) [*]A focus on making the encounter itself fun, with mobility and regenerating abilities (so that the PC's aren't worried about being left without their big guns) [*]Encounter design that goes for multiple monsters (allowing DMs more variety and style in the type of critters the PCs face). [*]Eradicating 'binary' abilities (immunities, stats so high no one can touch them, etc.) [/LIST] None of those things necessarily remove the challenge from the game, but they allow for results of an encounter beyond "save" or "die." Just because they don't often die doesn't mean tht the encounter isn't challenging in one way or another, though. It's not a very robust pattern of thought that can't accomodate ideas for consequences beyond "succeed" or "fail." [/QUOTE]
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