Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Flavour First vs Game First - a comparison
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tomBitonti" data-source="post: 4477111" data-attributes="member: 13107"><p>Re: Having an axe killer behind a door. I actually had close to this scenario, with a gorillion waiting behind a door. The character opened the door, right in the face of the gorillion. The character ended up being attacked with all four claw attacks flat-footed. I think there were 3 hits including 1 critical, plus the rend damage for having a pair of attacks hit. That took down over 75% of the players hit points all before the player could react.</p><p></p><p>The scenario made sense: The party was blasting its way through the gorillion's lair, and the gorillion was defending its nest. The gorillion, quite sensibly, was hiding behind a door, having made it's listen check. The players were already in initiative when the door was opened.</p><p></p><p>But the scenario was very unfun for the character, and it gave the player a very strong aversion to taking additional risks.</p><p></p><p>---</p><p></p><p>In terms of what does this scenario tell us, I don't know. But what it taught me was to be very clear to convey to the characters the sense of danger that their players should realize given their level. They players can ignore me, but at least I tried. (If one of my players ever tried to wade through lava, I would check their wisdom, and unless there were exceptional circumstances, tell them what damage to expect and whether they were likely to get burned to death.)</p><p></p><p>How does this inform the current discussion: I'm not sure. I think that a scenario such as this one, and, generalizing to encounter design, shows the importance of encounter staging to player immersion. Are we trying to convey a feeling of the player's characters exploring their environment? Are we OK with going into a special "encounter mode" where the parts between encounters are a kind of glue that gets us to an artificial (but well tuned) battlefield? How far are we willing to go to "bend" the environment to make it more playable?</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 4477111, member: 13107"] Re: Having an axe killer behind a door. I actually had close to this scenario, with a gorillion waiting behind a door. The character opened the door, right in the face of the gorillion. The character ended up being attacked with all four claw attacks flat-footed. I think there were 3 hits including 1 critical, plus the rend damage for having a pair of attacks hit. That took down over 75% of the players hit points all before the player could react. The scenario made sense: The party was blasting its way through the gorillion's lair, and the gorillion was defending its nest. The gorillion, quite sensibly, was hiding behind a door, having made it's listen check. The players were already in initiative when the door was opened. But the scenario was very unfun for the character, and it gave the player a very strong aversion to taking additional risks. --- In terms of what does this scenario tell us, I don't know. But what it taught me was to be very clear to convey to the characters the sense of danger that their players should realize given their level. They players can ignore me, but at least I tried. (If one of my players ever tried to wade through lava, I would check their wisdom, and unless there were exceptional circumstances, tell them what damage to expect and whether they were likely to get burned to death.) How does this inform the current discussion: I'm not sure. I think that a scenario such as this one, and, generalizing to encounter design, shows the importance of encounter staging to player immersion. Are we trying to convey a feeling of the player's characters exploring their environment? Are we OK with going into a special "encounter mode" where the parts between encounters are a kind of glue that gets us to an artificial (but well tuned) battlefield? How far are we willing to go to "bend" the environment to make it more playable? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Flavour First vs Game First - a comparison
Top