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Easy Encounters? Don't take them for granted
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<blockquote data-quote="I'm A Banana" data-source="post: 6373026" data-attributes="member: 2067"><p>Oh, man, LOTS of reasons.</p><p></p><p>The biggest one is simple pacing. It's hard to get a sense of the ever-increasing stakes of an Act II if every. single. fight. is EPIC!!!!11!!! It is like a movie consisting entirely of trailers for Michael Bay films. It allows for no variation or distinction and it gets kind of numbing. </p><p></p><p>The most practical one is table-time. If every fight needs to be MASSIVE and thus every fight needs to take up a huge chunk of table time (because what's the point in a fight that only takes a few minutes?!), there's less time for doing interesting things outside of the fight. 1-hour-plus combats can eat up a lot of time we could be doing other things. </p><p></p><p>Related is the idea of the dungeon itself as an antagonist. If the only things you encounter are massive setpiece fights against critters that might kill everyone, exploring the location and enduring its traits become basically just set-dressing for that fight. It's not the location that might kill you, it's the big thing sitting in its center. Draining resources over time leads to a more generalized threat coming from constant danger rather than a localized threat coming from one room full of tough beasts.</p><p></p><p>There's plenty more where those came from. </p><p></p><p>Which isn't to say that epic setpiece battles are a waste, just that having a variety is really useful. There's a lot of stuff you can't do with just big epic setpiece battles.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6373026, member: 2067"] Oh, man, LOTS of reasons. The biggest one is simple pacing. It's hard to get a sense of the ever-increasing stakes of an Act II if every. single. fight. is EPIC!!!!11!!! It is like a movie consisting entirely of trailers for Michael Bay films. It allows for no variation or distinction and it gets kind of numbing. The most practical one is table-time. If every fight needs to be MASSIVE and thus every fight needs to take up a huge chunk of table time (because what's the point in a fight that only takes a few minutes?!), there's less time for doing interesting things outside of the fight. 1-hour-plus combats can eat up a lot of time we could be doing other things. Related is the idea of the dungeon itself as an antagonist. If the only things you encounter are massive setpiece fights against critters that might kill everyone, exploring the location and enduring its traits become basically just set-dressing for that fight. It's not the location that might kill you, it's the big thing sitting in its center. Draining resources over time leads to a more generalized threat coming from constant danger rather than a localized threat coming from one room full of tough beasts. There's plenty more where those came from. Which isn't to say that epic setpiece battles are a waste, just that having a variety is really useful. There's a lot of stuff you can't do with just big epic setpiece battles. [/QUOTE]
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