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"How to make a Monster Manual Pt II" article
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<blockquote data-quote="green slime" data-source="post: 3684076" data-attributes="member: 1325"><p>And yet... somehow, this is self-perpetuating.</p><p></p><p>WotC writes adventures, sets the appropriate CR for monsters with regard to a balanced party level, designs the monsters, runs conventions...</p><p></p><p>Somethings stand out here.</p><p>1) An adventure designed for a convention, can't have a four hour fight. It needs an encounter to be finished in 5 rounds, or the entire adventure will just be that one fight. The convention format itself is self-restricting in this regard.</p><p></p><p>2) So standing around, observing the effect of the CR-appropriate encounters you have designed, specifically to have them finish in 5 rounds, and when they finish in 2-7 rounds, you say "Look, almost all fights finish within 5 rounds!"</p><p></p><p>3)Playtesting isn't there to test battle-length/duration, but to test how new rules fit into the whole.</p><p></p><p>4) People emulate what is already done. It is very easy to do. It requires less thought. So it is easier to emulate the small, pint-sized battles present in most modules and adventures.</p><p></p><p>5) If every battle ended in 5 rounds or less, I'd be bored to tears. That isn't a desperate battle, its a speed bump.</p><p></p><p>6) If every battle dragged on for hours, it too, would be tedious.</p><p></p><p>7) Short and sweet battles only become desperate by introducing "save or die" effects. From 1st level's <em>sleep</em>, through <em>disintegrate</em> to <em>power word: Kill</em> Which actually, a large number of players say they want to get away from. I wonder.</p><p></p><p>There are a multitude of ways to create interesting, longer lasting fights. But you are highly unlikely to see them at a convention.</p></blockquote><p></p>
[QUOTE="green slime, post: 3684076, member: 1325"] And yet... somehow, this is self-perpetuating. WotC writes adventures, sets the appropriate CR for monsters with regard to a balanced party level, designs the monsters, runs conventions... Somethings stand out here. 1) An adventure designed for a convention, can't have a four hour fight. It needs an encounter to be finished in 5 rounds, or the entire adventure will just be that one fight. The convention format itself is self-restricting in this regard. 2) So standing around, observing the effect of the CR-appropriate encounters you have designed, specifically to have them finish in 5 rounds, and when they finish in 2-7 rounds, you say "Look, almost all fights finish within 5 rounds!" 3)Playtesting isn't there to test battle-length/duration, but to test how new rules fit into the whole. 4) People emulate what is already done. It is very easy to do. It requires less thought. So it is easier to emulate the small, pint-sized battles present in most modules and adventures. 5) If every battle ended in 5 rounds or less, I'd be bored to tears. That isn't a desperate battle, its a speed bump. 6) If every battle dragged on for hours, it too, would be tedious. 7) Short and sweet battles only become desperate by introducing "save or die" effects. From 1st level's [i]sleep[/i], through [i]disintegrate[/i] to [i]power word: Kill[/i] Which actually, a large number of players say they want to get away from. I wonder. There are a multitude of ways to create interesting, longer lasting fights. But you are highly unlikely to see them at a convention. [/QUOTE]
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