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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Neonchameleon" data-source="post: 5189304" data-attributes="member: 87792"><p>There is a difference between not optimal and sucking. Someone who hasn't been trained (or experienced) in tripping people trying to trip them sucks. And the only sane Sunder attempt I know of from an untrained sunderer was Edmund in The Lion, The Witch, and The Wardrobe (and that still got him stabbed). To take a recent example, I had a group of first level thugs led by a fifth level Human Noble - the Noble was the strongest and the toughest of the group. And still got everyone else to make the attacks because that's the kind of guy he was.</p><p> </p><p>And, for the record, the simplest tweaking you can do within the rules, and one that's extremely powerful is finding a monster that does about the right thing and changing its race. But yes, monster design is more art than science. This was true in 3e especially with the class balance (and that a monster spellcaster often could go in expecting one fight in the day - the daily spell limit is such an odd one for people who are only going to be in the foreground once before they die). Yes, you could add class levels within the rules. Didn't mean it was balanced.</p><p> </p><p></p><p> </p><p>Point. Linear Fighter/Quadratic Wizard was particularly bad in 3e as they removed most of the locks on the Wizard.</p><p> </p><p></p><p> </p><p>And if you are using your game as a form of colaborative storytelling? For that matter, they make sense in the game world if used carefully (they are the guys who run away at the first hit or the pets who provide a distraction). If I wanted a pure game I'd probably play Descent. Or (more likely) Dominion or Wings of War. Or even Mass Effect or Team Fortress 2.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5189304, member: 87792"] There is a difference between not optimal and sucking. Someone who hasn't been trained (or experienced) in tripping people trying to trip them sucks. And the only sane Sunder attempt I know of from an untrained sunderer was Edmund in The Lion, The Witch, and The Wardrobe (and that still got him stabbed). To take a recent example, I had a group of first level thugs led by a fifth level Human Noble - the Noble was the strongest and the toughest of the group. And still got everyone else to make the attacks because that's the kind of guy he was. And, for the record, the simplest tweaking you can do within the rules, and one that's extremely powerful is finding a monster that does about the right thing and changing its race. But yes, monster design is more art than science. This was true in 3e especially with the class balance (and that a monster spellcaster often could go in expecting one fight in the day - the daily spell limit is such an odd one for people who are only going to be in the foreground once before they die). Yes, you could add class levels within the rules. Didn't mean it was balanced. Point. Linear Fighter/Quadratic Wizard was particularly bad in 3e as they removed most of the locks on the Wizard. And if you are using your game as a form of colaborative storytelling? For that matter, they make sense in the game world if used carefully (they are the guys who run away at the first hit or the pets who provide a distraction). If I wanted a pure game I'd probably play Descent. Or (more likely) Dominion or Wings of War. Or even Mass Effect or Team Fortress 2. [/QUOTE]
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