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
Ideally, How Many Battles?
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="Celebrim" data-source="post: 5160983" data-attributes="member: 4937"><p>I blame Monte Cook.</p><p></p><p>Not really, but its not surprising to see it if you look back over the last 10 years at how various influential designers have exalted mathimatical goals in game design (particularly, of D&D). We've spent 10 years talking up encounters per level, expected rounds of combat, expected treasure per combat, and so on and so forth as if the art of game mastery primarily revolved around achieving some sort of ideal mathematical precision and that the designs which best facilitated game mastery and good mastery were ones that met goals of mathimatical precision, fixed math, mechanical balance and so forth and which delivered fixed rewards (treasure, mechanical advancement) to the players on a regular predictable schedule.</p><p></p><p>So its no wonder that our discussions of design have become encumbered with assumptions about what design means and what it addresses.</p><p></p><p>And I should note, because people seem to be particularly quick to leaping on what I didn't say, that I don't in fact think mechanical balance and mathimatical precision and elegance are bad things. I like unified mechanics. I very much support designers working out the mathimatical consequences of their choices, because I see so many house rulers fail at that and remember 'back in the day' that being one of the biggest problems with the hodge podge system that 1e AD&D grew into as it expanded. (See early dragon issues for detailed discussion and examples). All I'm saying is I think we've got over focused on that as an end unto itself and neglected other things that are equally if not more important.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5160983, member: 4937"] I blame Monte Cook. Not really, but its not surprising to see it if you look back over the last 10 years at how various influential designers have exalted mathimatical goals in game design (particularly, of D&D). We've spent 10 years talking up encounters per level, expected rounds of combat, expected treasure per combat, and so on and so forth as if the art of game mastery primarily revolved around achieving some sort of ideal mathematical precision and that the designs which best facilitated game mastery and good mastery were ones that met goals of mathimatical precision, fixed math, mechanical balance and so forth and which delivered fixed rewards (treasure, mechanical advancement) to the players on a regular predictable schedule. So its no wonder that our discussions of design have become encumbered with assumptions about what design means and what it addresses. And I should note, because people seem to be particularly quick to leaping on what I didn't say, that I don't in fact think mechanical balance and mathimatical precision and elegance are bad things. I like unified mechanics. I very much support designers working out the mathimatical consequences of their choices, because I see so many house rulers fail at that and remember 'back in the day' that being one of the biggest problems with the hodge podge system that 1e AD&D grew into as it expanded. (See early dragon issues for detailed discussion and examples). All I'm saying is I think we've got over focused on that as an end unto itself and neglected other things that are equally if not more important. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ideally, How Many Battles?
Top