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Dungeons of Drakkenheim - 3rd Party Review
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<blockquote data-quote="CapnZapp" data-source="post: 9395554" data-attributes="member: 12731"><p>Great post. I appreciate you motivating your changes. Makes it easier to understand if this is a good idea (for me) or "merely" your personal preference. Questions:</p><p></p><p>1) What would you say is the biggest issue with not using encumbrance? (And how is vanilla 5th Ed not sufficient?)</p><p></p><p>I'm very hesitant adding administration, so would like what actual problem it is solving, and how I can combat it in a minimal way.</p><p></p><p>2) Doesn't shorter short rests counter the time management, the idea time needs to be important?</p><p></p><p>3) While a decent idea, that was a <em>lot</em> of words to basically say "start at 20, deduct 1d6 until you reach below zero and have an encounter" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Maybe I'll adapt it by tying the dice size used to if the party uses stealth (Drakkenheim asks heroes to choose "fast", "normal", and "slow" pace and we could tie those to rolling a d10, a d8 and a d6 respectively, for an average encounter frequency of more often than once-every-sixth encounter (when rolling a d6) or once every four-and-a-half encounters (d8) or once every 3.6 encounters (d10).</p><p><span style="font-size: 12px">Note that the Fast pace remains preferable if you need to cover a certain distance even with this tweak, since you get four times as far as when you use Slow movement. Meaning you'll have fewer encounters in total (2.8 encounters compared to 7). Of course, not being allowed Stealth and Perception can of course make this the worse option anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p></p><p>Do note the original suggestion ("each players roll d20, encounter on any 1") has an average encounter frequency of (slightly less often than) one-in-five (with four players) or one-in-four (with five players).</p><p><span style="font-size: 12px">The formula is </span>1-(19/20)n<span style="font-size: 12px"> where n is the number of players, so a 18.6% risk per encounter or 23% with five players.</span></p><p><span style="font-size: 12px">The Underclock variant expressed as a risk percentage is 17.5% <u>so very similar frequency</u>, but of course the original system can lead to no encounters ever or twenty encounters in a row, while with Underclock the players will often <em>know</em> there will or won't be an encounter; 17.5% is the average. (or 23% or 27% with d8s and d10s respectively).</span></p><p></p><p>4 & 5) it's your game</p><p></p><p>6) I'm guessing you're somehow dissatisfied with just playing out the combat and the withdrawal. You're likely thinking "in D&D, you can't flee". Am I right?</p><p></p><p>Asking because of the tension between two equally dissatisfying outcomes: </p><p>1) a monster can never escape if a PC minmaxes her speed (if using the regular rules; i.e. keep running each combat round until everybody breaks off pursuit, which of course blood-thirsty PCs never do)</p><p>2) a slow PC can somehow escape a much faster monster (if regular combat is stopped and instead special fleeing rules are used)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9395554, member: 12731"] Great post. I appreciate you motivating your changes. Makes it easier to understand if this is a good idea (for me) or "merely" your personal preference. Questions: 1) What would you say is the biggest issue with not using encumbrance? (And how is vanilla 5th Ed not sufficient?) I'm very hesitant adding administration, so would like what actual problem it is solving, and how I can combat it in a minimal way. 2) Doesn't shorter short rests counter the time management, the idea time needs to be important? 3) While a decent idea, that was a [I]lot[/I] of words to basically say "start at 20, deduct 1d6 until you reach below zero and have an encounter" :) Maybe I'll adapt it by tying the dice size used to if the party uses stealth (Drakkenheim asks heroes to choose "fast", "normal", and "slow" pace and we could tie those to rolling a d10, a d8 and a d6 respectively, for an average encounter frequency of more often than once-every-sixth encounter (when rolling a d6) or once every four-and-a-half encounters (d8) or once every 3.6 encounters (d10). [SIZE=3]Note that the Fast pace remains preferable if you need to cover a certain distance even with this tweak, since you get four times as far as when you use Slow movement. Meaning you'll have fewer encounters in total (2.8 encounters compared to 7). Of course, not being allowed Stealth and Perception can of course make this the worse option anyway :)[/SIZE] Do note the original suggestion ("each players roll d20, encounter on any 1") has an average encounter frequency of (slightly less often than) one-in-five (with four players) or one-in-four (with five players). [SIZE=3]The formula is [/SIZE]1-(19/20)n[SIZE=3] where n is the number of players, so a 18.6% risk per encounter or 23% with five players. The Underclock variant expressed as a risk percentage is 17.5% [U]so very similar frequency[/U], but of course the original system can lead to no encounters ever or twenty encounters in a row, while with Underclock the players will often [I]know[/I] there will or won't be an encounter; 17.5% is the average. (or 23% or 27% with d8s and d10s respectively).[/SIZE] 4 & 5) it's your game 6) I'm guessing you're somehow dissatisfied with just playing out the combat and the withdrawal. You're likely thinking "in D&D, you can't flee". Am I right? Asking because of the tension between two equally dissatisfying outcomes: 1) a monster can never escape if a PC minmaxes her speed (if using the regular rules; i.e. keep running each combat round until everybody breaks off pursuit, which of course blood-thirsty PCs never do) 2) a slow PC can somehow escape a much faster monster (if regular combat is stopped and instead special fleeing rules are used) [/QUOTE]
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