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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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="MrMyth" data-source="post: 5188907" data-attributes="member: 61155"><p>Except I think you are the one making that equation, not Noonan. The attitude of "five rounds later, they're done" is explicitly a discussion of what abilities are relevant in the stat-block in the context of how many actions a creature will take. It is not in any way a claim that NPCs don't exist outside of combat. Noonan never claimed that - you made the correlation, not him, and not any of us. </p><p> </p><p></p><p> </p><p>"Nothing" happening outside of combat? Ok, Keep on the Shadowfell was a slugfest, but not every 4E module is the same. There are indeed scenes and opportunities to interact with NPCs outside of combat. To gather information, socialize, get involved in intrigue, chase after bad guys, sneak into dangerous places, find your way through labyrinths of madness... </p><p> </p><p>Are they as common as the combat? No, but that is an issue with adventure design more than something fundamentally tied to what monsters are capable of. </p><p> </p><p>Every time I've pointed out that monsters still have relevant stats, skills and abilities that a DM can use to have them interact out of combat, you've chosen to respond to some other point entirely. And more than that - most relevant information for interacting out of combat isn't what a monster can do, but instead <em>how</em> it acts. We need to know motivations, personality and approaches. It doesn't hurt to have some options beyond the norm, sure, but they aren't necessary. You pointed out that Detect Thoughts can be really useful if the fortress goes on alert and the enemy needs to find the PCs.</p><p> </p><p>But <em>in what way is Detect Thoughts <strong>required</strong> for that scene</em>? It remains a non-combat situation if the PCs are sneaking about, bluffing their way past guards, sneaking through the corridors, scaling the walls, while the enemy hunts down their tracks and tries to seal them in. Can <em>Detect Thoughts </em>enhance such a scene? Sure, probably. (Unless, say, it bypasses everything the PCs are doing and forces combat to happen anyway.) But regardless of what it does, it is never <em>required</em> for that scene, and is tangential to it at best. </p><p> </p><p></p><p> </p><p>Because this ties back to a faulty premise. <strong><em>No one thinks NPCs don't exist outside of combat. </em></strong>Every time you claim that is the core of the opposing side's argument, you are missing the entire point of the discussion to begin with. </p><p> </p><p> </p><p></p><p> </p><p>He never said that! He said they live about 5 rounds in combat, and don't need a stat block with 30 different choices for the DM to make every round! He also said that we don't need mechanics detailing how they interact with other NPCs out of combat. </p><p> </p><p>Neither of those is a claim that they do not exist out of combat, nor that we don't need rules detailing how they interact with PCs out of combat!</p><p> </p><p></p><p> </p><p>Ah, fair enough, I missed the "average" mention in that quote. </p><p> </p><p></p><p> </p><p>Note the bolded part above. That's the real problem here. </p><p> </p><p>Because yes, absolutely, the focus is on combat. At least 90% of the time, combat is how most monsters will interact with PCs. And so the "is this ability useful in combat" is indeed given higher weight - possibly higher than it should be, in some things. </p><p> </p><p>The problem is, you have somehow leaped from that scenario... to claiming that by prioritizing combat relevance, we are outright exiling non-combat interaction from the game. Which isn't true. Which isn't a goal of the designers, isn't inherent in the system, nor the experiences of the people playing the game.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5188907, member: 61155"] Except I think you are the one making that equation, not Noonan. The attitude of "five rounds later, they're done" is explicitly a discussion of what abilities are relevant in the stat-block in the context of how many actions a creature will take. It is not in any way a claim that NPCs don't exist outside of combat. Noonan never claimed that - you made the correlation, not him, and not any of us. "Nothing" happening outside of combat? Ok, Keep on the Shadowfell was a slugfest, but not every 4E module is the same. There are indeed scenes and opportunities to interact with NPCs outside of combat. To gather information, socialize, get involved in intrigue, chase after bad guys, sneak into dangerous places, find your way through labyrinths of madness... Are they as common as the combat? No, but that is an issue with adventure design more than something fundamentally tied to what monsters are capable of. Every time I've pointed out that monsters still have relevant stats, skills and abilities that a DM can use to have them interact out of combat, you've chosen to respond to some other point entirely. And more than that - most relevant information for interacting out of combat isn't what a monster can do, but instead [I]how[/I] it acts. We need to know motivations, personality and approaches. It doesn't hurt to have some options beyond the norm, sure, but they aren't necessary. You pointed out that Detect Thoughts can be really useful if the fortress goes on alert and the enemy needs to find the PCs. But [I]in what way is Detect Thoughts [B]required[/B] for that scene[/I]? It remains a non-combat situation if the PCs are sneaking about, bluffing their way past guards, sneaking through the corridors, scaling the walls, while the enemy hunts down their tracks and tries to seal them in. Can [I]Detect Thoughts [/I]enhance such a scene? Sure, probably. (Unless, say, it bypasses everything the PCs are doing and forces combat to happen anyway.) But regardless of what it does, it is never [I]required[/I] for that scene, and is tangential to it at best. Because this ties back to a faulty premise. [B][I]No one thinks NPCs don't exist outside of combat. [/I][/B]Every time you claim that is the core of the opposing side's argument, you are missing the entire point of the discussion to begin with. He never said that! He said they live about 5 rounds in combat, and don't need a stat block with 30 different choices for the DM to make every round! He also said that we don't need mechanics detailing how they interact with other NPCs out of combat. Neither of those is a claim that they do not exist out of combat, nor that we don't need rules detailing how they interact with PCs out of combat! Ah, fair enough, I missed the "average" mention in that quote. Note the bolded part above. That's the real problem here. Because yes, absolutely, the focus is on combat. At least 90% of the time, combat is how most monsters will interact with PCs. And so the "is this ability useful in combat" is indeed given higher weight - possibly higher than it should be, in some things. The problem is, you have somehow leaped from that scenario... to claiming that by prioritizing combat relevance, we are outright exiling non-combat interaction from the game. Which isn't true. Which isn't a goal of the designers, isn't inherent in the system, nor the experiences of the people playing the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
Top