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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Neonchameleon" data-source="post: 5186817" data-attributes="member: 87792"><p>You are missing a <em>Lot</em> in the MMII. The balance is superb and so is much of the fluff. Sure there's a bit of silliness there and the Insane Noble certainly qualifies - but there has always been silliness in D&D (flumphs? Owlbears?)</p><p> </p><p></p><p> </p><p>Except that the problem isn't that Statblock B is remotely bad. Statblock B is the single most usable statblock and produces the most interesting results in any tactical tabletop roleplaying game I have ever played. And most monsters <em>do</em> last five rounds or fewer and don't do anything.</p><p> </p><p>The problem as I see it is that what the design philosophy produces is an absolutely superb tool for the five rounds or fewer monsters. And something that's no better than average for anything else. The designers would rather use the masterwork tools than the cheap ones. So follow the five rounds or fewer model.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5186817, member: 87792"] You are missing a [I]Lot[/I] in the MMII. The balance is superb and so is much of the fluff. Sure there's a bit of silliness there and the Insane Noble certainly qualifies - but there has always been silliness in D&D (flumphs? Owlbears?) Except that the problem isn't that Statblock B is remotely bad. Statblock B is the single most usable statblock and produces the most interesting results in any tactical tabletop roleplaying game I have ever played. And most monsters [I]do[/I] last five rounds or fewer and don't do anything. The problem as I see it is that what the design philosophy produces is an absolutely superb tool for the five rounds or fewer monsters. And something that's no better than average for anything else. The designers would rather use the masterwork tools than the cheap ones. So follow the five rounds or fewer model. [/QUOTE]
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GM Prep Time - Cognitive Dissonance in Encounter Design?
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