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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Neonchameleon" data-source="post: 5193454" data-attributes="member: 87792"><p>I don't see the Monster Builder as anything much less fundamental than the Monster Manuals for designing a monster. And a one month subscription to DDI is <em>cheap - </em>and you get to keep the tools when you unsubscribe.</p><p> </p><p></p><p> </p><p>An eyeball reference chart, possibly. But only as rules of thumb - I'm unaware of a detailed system I can't bend double. Or one that would cover the range of monsters I sometimes want. What they have is guidelines on the hit points, attack, defence, and damage values. Which more or less leaves the movement and the status effects. (I'm pretty sure the guidelines including the damage expressions are close to being able to design many brutes, soldiers, and artillery - but when it comes to controllers, lurkers, and (Leaders) it's <em>always</em> going to be case by case.)</p><p> </p><p></p><p> </p><p>That's just it. I don't think that one is theoretically possible. At least not without massive restrictions in the design space.</p><p> </p><p></p><p> </p><p>Here I agree. But I also think that a bad system is worse than useless. And that a good system would be impossible.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5193454, member: 87792"] I don't see the Monster Builder as anything much less fundamental than the Monster Manuals for designing a monster. And a one month subscription to DDI is [I]cheap - [/I]and you get to keep the tools when you unsubscribe. An eyeball reference chart, possibly. But only as rules of thumb - I'm unaware of a detailed system I can't bend double. Or one that would cover the range of monsters I sometimes want. What they have is guidelines on the hit points, attack, defence, and damage values. Which more or less leaves the movement and the status effects. (I'm pretty sure the guidelines including the damage expressions are close to being able to design many brutes, soldiers, and artillery - but when it comes to controllers, lurkers, and (Leaders) it's [I]always[/I] going to be case by case.) That's just it. I don't think that one is theoretically possible. At least not without massive restrictions in the design space. Here I agree. But I also think that a bad system is worse than useless. And that a good system would be impossible. [/QUOTE]
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