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General Tabletop Discussion
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Encounter balance in AD&D
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<blockquote data-quote="chaochou" data-source="post: 6984336" data-attributes="member: 99817"><p>Interesting. But I'm not convinced that 'classic' D&D - certainly at lower levels - really equips a party to micro-manage encounters in the midst of a dungeon.</p><p></p><p>Light sources make hiding difficult, and virtually no-one can move stealthily. And by the time you've opened the door to see what's in the room you've already given yourself away.</p><p></p><p>So the idea of 'scouting' and 'picking and choosing' your encounters within the context of many dungeons is a nice idea, but can easily fall apart if the inhabitants can see and think. Even more so the moment a DM has the bright idea of running a dungeon more dynamically with denizens responding to noise or the sound of battle, patrolling, moving through locations, or having any sort of life beyond sitting in a room description waiting to be encountered and killed.</p><p></p><p>I see it as far more likely that the intention is that players have a broad macro choices between the goblin lair, the kobold den or the skeleton crypt and then make preparations to deal with what they guess they might find.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6984336, member: 99817"] Interesting. But I'm not convinced that 'classic' D&D - certainly at lower levels - really equips a party to micro-manage encounters in the midst of a dungeon. Light sources make hiding difficult, and virtually no-one can move stealthily. And by the time you've opened the door to see what's in the room you've already given yourself away. So the idea of 'scouting' and 'picking and choosing' your encounters within the context of many dungeons is a nice idea, but can easily fall apart if the inhabitants can see and think. Even more so the moment a DM has the bright idea of running a dungeon more dynamically with denizens responding to noise or the sound of battle, patrolling, moving through locations, or having any sort of life beyond sitting in a room description waiting to be encountered and killed. I see it as far more likely that the intention is that players have a broad macro choices between the goblin lair, the kobold den or the skeleton crypt and then make preparations to deal with what they guess they might find. [/QUOTE]
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