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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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<blockquote data-quote="Lanefan" data-source="post: 5781425" data-attributes="member: 29398"><p>First, can someone rep Celebrim for me - I haven't spread the luv around enough, it seems.</p><p>Perhaps, but one of the fix-it tools is in fact variable progression; and so round and round we go. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Same here, based on what their characters do in the session. ('round here, if you miss a session it's a known fact your characters are going to be run by those who are present, for better or worse) But the ExP given is still broken down individually. Hmmm...either you've got encounter design down to a razor-edge balance or you're overthinking it. A level or two variance here and there is - or should be - almost irrelevant to design. Large variances - say, where half the party is 6th and the rest are 2nd - I'll grant are a headache.</p><p></p><p>Which is why I don't run 3e-4e-PF. And is why I let people run more than one character at a time... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So how would you design this out while still keeping the possibility of failure in the game? Could you?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5781425, member: 29398"] First, can someone rep Celebrim for me - I haven't spread the luv around enough, it seems. Perhaps, but one of the fix-it tools is in fact variable progression; and so round and round we go. :) Same here, based on what their characters do in the session. ('round here, if you miss a session it's a known fact your characters are going to be run by those who are present, for better or worse) But the ExP given is still broken down individually. Hmmm...either you've got encounter design down to a razor-edge balance or you're overthinking it. A level or two variance here and there is - or should be - almost irrelevant to design. Large variances - say, where half the party is 6th and the rest are 2nd - I'll grant are a headache. Which is why I don't run 3e-4e-PF. And is why I let people run more than one character at a time... :) So how would you design this out while still keeping the possibility of failure in the game? Could you? Lanefan [/QUOTE]
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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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