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last encounter was totally one-sided
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<blockquote data-quote="Tony Vargas" data-source="post: 6977711" data-attributes="member: 996"><p>It doesn't sound like immersion vs metagame, to me. You can incorporate non-combat scenes that represent avoiding an unwinnable combat scenario in an entirely meta-game/gamist/non-immersive way, just as easily - if anything, more easily and consistently - as you can by painting an immersive world and leaving it to the players to puzzle out how to approach each challenge. </p><p></p><p></p><p></p><p>OK. Maybe we need some kind of rpg-system-criticism-specific-jargon variation on <em>schadenfreude</em>, here?</p><p></p><p>To be fair, that may not have been exactly the top design priority. 'Classic feel,' OTOH, was. I seem to recall monsters not being that challenging to high-level PCs in the classic game. Maybe its intentional, like the swinginess of very low level.</p><p></p><p>Nod. If they didn't have it right at first, they got there by MM3. Depending on your players optimization chops and your campaign's pacing/style you might have had to dial up encounters to make them genuinely challenging, but the designs were workable. </p><p></p><p>So, yeah they can do it, they have done it, they just backed off from it - there may have been some pendulum-swinging going on in the 5e design process, too.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6977711, member: 996"] It doesn't sound like immersion vs metagame, to me. You can incorporate non-combat scenes that represent avoiding an unwinnable combat scenario in an entirely meta-game/gamist/non-immersive way, just as easily - if anything, more easily and consistently - as you can by painting an immersive world and leaving it to the players to puzzle out how to approach each challenge. OK. Maybe we need some kind of rpg-system-criticism-specific-jargon variation on [i]schadenfreude[/i], here? To be fair, that may not have been exactly the top design priority. 'Classic feel,' OTOH, was. I seem to recall monsters not being that challenging to high-level PCs in the classic game. Maybe its intentional, like the swinginess of very low level. Nod. If they didn't have it right at first, they got there by MM3. Depending on your players optimization chops and your campaign's pacing/style you might have had to dial up encounters to make them genuinely challenging, but the designs were workable. So, yeah they can do it, they have done it, they just backed off from it - there may have been some pendulum-swinging going on in the 5e design process, too. [/QUOTE]
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