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Encounter balance in AD&D
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<blockquote data-quote="DM Howard" data-source="post: 6981343" data-attributes="member: 87131"><p>I certainly can't contend otherwise on this point! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>So, let me concede this debate from a historical standpoint, where games were focused mostly on dungeoneering. I would like to widen the discussion, a tiny bit, to encompass the slightly more modern approach (say, 2E) of both world and dungeon encounters, so take the following with that in mind.</p><p></p><p></p><p></p><p>Right, the PCs choose what to take on. AD&D modules are full of encounters, monster or otherwise, that the party should really bypass or nullify in some way, but at the end of the day the DM is still the creator of the milleu (unless you are running a published module, and even then) and has ultimate authority over what encounters the party comes upon. I definitely understand your point, and concede that point, for the most part, if we are talking about running published modules.</p><p></p><p></p><p></p><p>I agree, but only because it is up to the party to decided what is too dangerous. Yes, of course, the DM shouldn't slap a dragon right in front of a 1st level party, but if they decide to wander into a dragon's hunting grounds then that is unfortunate for the characters.</p><p></p><p></p><p></p><p>I wouldn't argue that it is ubiquitous, but I think AD&D very much assumes the idea that if the party acts stupid, then that's to the detriment of their characters.</p><p></p><p></p><p></p><p>True, but I find those tend to be in service to the plot of the story or module than anything else.</p><p></p><p></p><p></p><p>I agree with the first sentence, I think those type of encounters have their place, even in AD&D, if it serves the story the DM is trying to tell, but there is certainly a fine line between that and railroading. I tend to think that the expectation, in the Gygaxian style, is the same be it a dungeon encounter or a wilderness encounter: solve the encounter. There can be many types of solutions.</p></blockquote><p></p>
[QUOTE="DM Howard, post: 6981343, member: 87131"] I certainly can't contend otherwise on this point! :) So, let me concede this debate from a historical standpoint, where games were focused mostly on dungeoneering. I would like to widen the discussion, a tiny bit, to encompass the slightly more modern approach (say, 2E) of both world and dungeon encounters, so take the following with that in mind. Right, the PCs choose what to take on. AD&D modules are full of encounters, monster or otherwise, that the party should really bypass or nullify in some way, but at the end of the day the DM is still the creator of the milleu (unless you are running a published module, and even then) and has ultimate authority over what encounters the party comes upon. I definitely understand your point, and concede that point, for the most part, if we are talking about running published modules. I agree, but only because it is up to the party to decided what is too dangerous. Yes, of course, the DM shouldn't slap a dragon right in front of a 1st level party, but if they decide to wander into a dragon's hunting grounds then that is unfortunate for the characters. I wouldn't argue that it is ubiquitous, but I think AD&D very much assumes the idea that if the party acts stupid, then that's to the detriment of their characters. True, but I find those tend to be in service to the plot of the story or module than anything else. I agree with the first sentence, I think those type of encounters have their place, even in AD&D, if it serves the story the DM is trying to tell, but there is certainly a fine line between that and railroading. I tend to think that the expectation, in the Gygaxian style, is the same be it a dungeon encounter or a wilderness encounter: solve the encounter. There can be many types of solutions. [/QUOTE]
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