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
GM Prep Time - Cognitive Dissonance in Encounter Design?
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="Neonchameleon" data-source="post: 5185765" data-attributes="member: 87792"><p>The thing there is that the exact way the power works is right down there in front of me in the statblock. (Or it references one of the dozen or so conditions on the DM's screen). I normally run three monster types per encounter (four with minions). This means I need to remember off turn the immediates/triggers and opportunity actions. In turn I can glance at the statblock - and remember how the monsters operate for their basic plans. And I need to remember the statuses (with the help of coloured paperclips we hang on weapons).</p><p> </p><p>All these are bitsized chunks - and all prompted (assuming good design) by who the monster actually <em>is</em>. And yes, I'm good at that sort of thing, especially with the prompts right in front of me.</p><p> </p><p></p><p> </p><p>My problem with this approach is that to me there are too many variables. Harpoon, bolas, net, or tazer? All immobilise - for different durations and in different ways. (And a weighted net is a different article to an unweighted one). We're into five ways (plus grappling) of immobilising with a weapon. Then multiply up for the number of conditions. You're probably pushing fifty such methods - little improvement in systematisation while closing off some design space. (How many ways can you think of of inflicting <em>slowed</em> with weapons?) Frankly I'd rather leave it as more elemental building blocks.</p><p> </p><p></p><p> </p><p>The thing is you don't <em>need</em> that range of options. And they very seldom actually add something unless you're planning on taking on multiple instances of the same big enemy. (Give a solo seven distinct standard action spells, a bloodied recharge power, a couple of minor powers and an interupt and you're way past what's needed).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5185765, member: 87792"] The thing there is that the exact way the power works is right down there in front of me in the statblock. (Or it references one of the dozen or so conditions on the DM's screen). I normally run three monster types per encounter (four with minions). This means I need to remember off turn the immediates/triggers and opportunity actions. In turn I can glance at the statblock - and remember how the monsters operate for their basic plans. And I need to remember the statuses (with the help of coloured paperclips we hang on weapons). All these are bitsized chunks - and all prompted (assuming good design) by who the monster actually [I]is[/I]. And yes, I'm good at that sort of thing, especially with the prompts right in front of me. My problem with this approach is that to me there are too many variables. Harpoon, bolas, net, or tazer? All immobilise - for different durations and in different ways. (And a weighted net is a different article to an unweighted one). We're into five ways (plus grappling) of immobilising with a weapon. Then multiply up for the number of conditions. You're probably pushing fifty such methods - little improvement in systematisation while closing off some design space. (How many ways can you think of of inflicting [I]slowed[/I] with weapons?) Frankly I'd rather leave it as more elemental building blocks. The thing is you don't [I]need[/I] that range of options. And they very seldom actually add something unless you're planning on taking on multiple instances of the same big enemy. (Give a solo seven distinct standard action spells, a bloodied recharge power, a couple of minor powers and an interupt and you're way past what's needed). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
Top