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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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="knasser" data-source="post: 6954919" data-attributes="member: 65151"><p>I've been reading through this thread and it's moving quickly so I'm not replying to most things because they're already far behind where the thread is at. But the above I feel compelled to comment on. It's the antithesis of where I'm coming from and makes a virtue out of difficulty. It is not that some DM's live on a lower moral plateau than others and deserve a worse game (presumably their players inherit the sins of their "father" too) because he or she "refuses to put in the work required". Whilst of course effort should be rewarded, it's not a good thing if the finite effort a busy, adult DM has must be directed to compensating for published materials' short-comings rather than designing exciting maps or enticing atmosphere details. The points CapnZapp are raising would be valid to criticise if they came at a cost elsewhere in the system. But they've have provided multiple examples (I especially like the Jubillex one) where a little thought provides a lot more viability to out of the box encounters without over-powering the monster or requiring fiddly details. Their theory seems very solid to me.</p><p></p><p>But the main point is that I <strong>can't</strong> avoid pitfalls like this thread is revealing to me by just "putting in the work". Because I'm a new DM who has never run a game at these levels and would require extensive ability to learn the sort of things that CapnZapp is explaining analytically in this thread. I require the game designers (who should be the most familiar with game theory for their rules system of all) to do that for me. If there is a weakness in the published materials - and it seems there is - I need someone else to fix that for me. At the end of the day of work and social commitments, I do not have time to re-design the creatures from the MM or the depth of understanding necessary to do so.</p><p></p><p>And as regards the six encounters a day not being a problem / being a problem, that is obviously going to depend on the type of stories a GM chooses to tell and thus is inescapably subjective. But what is not subjective is that it is undeniably a constraint. And if something is a constraint then that is a negative <strong>unless</strong> removing the constraint would cause a different and significant other problem. So the question then becomes could something be changed to remove that constraint (i.e. make games work that leaned towards one or two encounters a day) without causing problems elsewhere. I think it can be conclusively shown that this is possible because whilst changing the rules would alter other factors (e.g. viability of six encounter grind playing), changing monsters does not. This is because choice of monsters is inherently optional. You can have monsters that work for lesser / numerical encounters and monsters that work for big solo fights and the presence of one doesn't preclude the presence of the other. And I believe that was CapnZapp's original line of exploration - how to create monsters that worked better as high level solos.</p></blockquote><p></p>
[QUOTE="knasser, post: 6954919, member: 65151"] I've been reading through this thread and it's moving quickly so I'm not replying to most things because they're already far behind where the thread is at. But the above I feel compelled to comment on. It's the antithesis of where I'm coming from and makes a virtue out of difficulty. It is not that some DM's live on a lower moral plateau than others and deserve a worse game (presumably their players inherit the sins of their "father" too) because he or she "refuses to put in the work required". Whilst of course effort should be rewarded, it's not a good thing if the finite effort a busy, adult DM has must be directed to compensating for published materials' short-comings rather than designing exciting maps or enticing atmosphere details. The points CapnZapp are raising would be valid to criticise if they came at a cost elsewhere in the system. But they've have provided multiple examples (I especially like the Jubillex one) where a little thought provides a lot more viability to out of the box encounters without over-powering the monster or requiring fiddly details. Their theory seems very solid to me. But the main point is that I [B]can't[/B] avoid pitfalls like this thread is revealing to me by just "putting in the work". Because I'm a new DM who has never run a game at these levels and would require extensive ability to learn the sort of things that CapnZapp is explaining analytically in this thread. I require the game designers (who should be the most familiar with game theory for their rules system of all) to do that for me. If there is a weakness in the published materials - and it seems there is - I need someone else to fix that for me. At the end of the day of work and social commitments, I do not have time to re-design the creatures from the MM or the depth of understanding necessary to do so. And as regards the six encounters a day not being a problem / being a problem, that is obviously going to depend on the type of stories a GM chooses to tell and thus is inescapably subjective. But what is not subjective is that it is undeniably a constraint. And if something is a constraint then that is a negative [B]unless[/B] removing the constraint would cause a different and significant other problem. So the question then becomes could something be changed to remove that constraint (i.e. make games work that leaned towards one or two encounters a day) without causing problems elsewhere. I think it can be conclusively shown that this is possible because whilst changing the rules would alter other factors (e.g. viability of six encounter grind playing), changing monsters does not. This is because choice of monsters is inherently optional. You can have monsters that work for lesser / numerical encounters and monsters that work for big solo fights and the presence of one doesn't preclude the presence of the other. And I believe that was CapnZapp's original line of exploration - how to create monsters that worked better as high level solos. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
Top