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Encounter balance in AD&D
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<blockquote data-quote="pemerton" data-source="post: 6996095" data-attributes="member: 42582"><p>Short answer - yes!</p><p></p><p>Longer-but-buck-passing answer - <a href="http://www.enworld.org/forum/showthread.php?333786-Pemertonian-Scene-Framing-A-Good-Approach-to-D-amp-D-4e" target="_blank">this thread</a>.</p><p></p><p>Third try at an answer - in <a href="http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics" target="_blank">this thread</a> I explained how "I placed a single elite level 13 dire bear . . .The players decided that their PCs would try to tame and befriend the bear instead of fighting it. To keep the XP and pacing about the same as I'd planned, I decided to run this as a level 13 complexity 2 skill challenge (6 successes before 3 failures)."</p><p></p><p>Which triggered the following exchange:</p><p></p><p></p><p>I agree with Victim. If you want a player-driven game, the situation has be framed by the GM so that the players have a range of mechanically viable choices, and the choice they actually make - and hence the resulting outcome, whether success or failure - reflects the players interests/desires/concerns.</p><p></p><p>If the GM frames the situation such that there is an objectively cleverer or more effective solution, then (i) the only value that is recognised and rewarded is expedience, and (ii) the game essentially becomes a GM-driven game in which the job of the players is to solve the puzzles and hence hit upon the expedient solution.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6996095, member: 42582"] Short answer - yes! Longer-but-buck-passing answer - [url=http://www.enworld.org/forum/showthread.php?333786-Pemertonian-Scene-Framing-A-Good-Approach-to-D-amp-D-4e]this thread[/url]. Third try at an answer - in [url=http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics]this thread[/url] I explained how "I placed a single elite level 13 dire bear . . .The players decided that their PCs would try to tame and befriend the bear instead of fighting it. To keep the XP and pacing about the same as I'd planned, I decided to run this as a level 13 complexity 2 skill challenge (6 successes before 3 failures)." Which triggered the following exchange: I agree with Victim. If you want a player-driven game, the situation has be framed by the GM so that the players have a range of mechanically viable choices, and the choice they actually make - and hence the resulting outcome, whether success or failure - reflects the players interests/desires/concerns. If the GM frames the situation such that there is an objectively cleverer or more effective solution, then (i) the only value that is recognised and rewarded is expedience, and (ii) the game essentially becomes a GM-driven game in which the job of the players is to solve the puzzles and hence hit upon the expedient solution. [/QUOTE]
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