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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Rechan" data-source="post: 5183836" data-attributes="member: 54846"><p>And what stats are necessary to be used outside of combat? </p><p></p><p>In 4e if the villain has a high bluff/intimidate skill it notes it. Its perception skills are listed. So any skill the PCs used in interaction would be noted. </p><p></p><p>What other stats are important for non-combat interaction? </p><p></p><p>For instance, the statblock for the villain in Burnt Offerings lists her Ride skill. Considering she's in the bottom of the dungeon with no mounts in sight, and escape is next to impossible... ride is going to be relevant <em>how</em>?</p><p></p><p>And this is somehow expected to be the norm? Your DM obviously changed the module so your character could be her brother. You wouldn't have known about it had the DM not changed the story. The module says nothing about being related to her. <strong>I</strong> am talking about <strong>what the module says</strong>, <strong>not</strong> how your DM changed it. </p><p></p><p>The module says nothing about if PCs want to parlay, and in her writeup, everything it says on the page with her stats is purely about what she's doing and why she's doing it when the PCs show up. No indication is given that she even wants to talk - in fact, the writeup says that if she suspects combat is imminent, what buffs she casts on herself. </p><p></p><p>And your point about PCs just so willing to talk before initiative is rolled can equally be applied to Kalarel in the 4e module. My point is that we know nothing about either villain, and either villain is just stuck in the last room of the dungeon and awaits the PCs to kick in the door and say Hello. MY point is that one has a huge story around her, one has none, but neither module <em>uses this for involving the PCs</em>.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5183836, member: 54846"] And what stats are necessary to be used outside of combat? In 4e if the villain has a high bluff/intimidate skill it notes it. Its perception skills are listed. So any skill the PCs used in interaction would be noted. What other stats are important for non-combat interaction? For instance, the statblock for the villain in Burnt Offerings lists her Ride skill. Considering she's in the bottom of the dungeon with no mounts in sight, and escape is next to impossible... ride is going to be relevant [i]how[/i]? And this is somehow expected to be the norm? Your DM obviously changed the module so your character could be her brother. You wouldn't have known about it had the DM not changed the story. The module says nothing about being related to her. [B]I[/B] am talking about [B]what the module says[/B], [B]not[/B] how your DM changed it. The module says nothing about if PCs want to parlay, and in her writeup, everything it says on the page with her stats is purely about what she's doing and why she's doing it when the PCs show up. No indication is given that she even wants to talk - in fact, the writeup says that if she suspects combat is imminent, what buffs she casts on herself. And your point about PCs just so willing to talk before initiative is rolled can equally be applied to Kalarel in the 4e module. My point is that we know nothing about either villain, and either villain is just stuck in the last room of the dungeon and awaits the PCs to kick in the door and say Hello. MY point is that one has a huge story around her, one has none, but neither module [I]uses this for involving the PCs[/I]. [/QUOTE]
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