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*Dungeons & Dragons
Legends and Lore October 22nd
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<blockquote data-quote="Manbearcat" data-source="post: 6036998" data-attributes="member: 6696971"><p>My earlier reply was a temporary moment of respite from work so not particularly thorough. I wanted to comment on this here so I could clarify.</p><p></p><p>When I speak of Encounter Balance (rather than PC balance), I'm referring to:</p><p></p><p>- Predictability of PC output (singularly and as an aggregate group with its respective synergy) versus challenge (monster or hazard) output (singularly or inclusive of the context of a greater or overlapping challenge). If I have a group whose level is n vs an encounter whose level is n (or n + 1, n + 3, n + 5), I would expect the output (resource expenditure/rate of success) to reflect stability over both a small and large sample set (lack of variance). I should be able to reliably compose challenges based on this "Balanced Encounter Formula" that consistently pan out as I have anticipated. With that balanced encounter formula, I can perturb the system up and down and consistently achieve the results I'm looking for (walkthrough encounters, standard encounters, Boss Fights, TPKs that should be worked around, strategically circumvented or walked away from) from both a tactical, difficulty, thematic, and climactic perspective. </p><p></p><p>Swinginess incorporates and presupposes:</p><p></p><p>- A less reliable (or non-existing) Encounter Formula</p><p>- Variables within the Challenge and PC Builds (and group synergies) that are either unbounded or extraordinarily loosely bounded such that they load an encounter with a high capacity for latent entropy that can be realized willfully or dynamically and unpredictably.</p><p>- Extra-Encounter Strategic power plays (or powerful PC resource schemes) used by the PCs as standard operating procedure to attempt to limit/bind/render obselete the unconstrained (SoD, SoS) potency of the Challenge they are facing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6036998, member: 6696971"] My earlier reply was a temporary moment of respite from work so not particularly thorough. I wanted to comment on this here so I could clarify. When I speak of Encounter Balance (rather than PC balance), I'm referring to: - Predictability of PC output (singularly and as an aggregate group with its respective synergy) versus challenge (monster or hazard) output (singularly or inclusive of the context of a greater or overlapping challenge). If I have a group whose level is n vs an encounter whose level is n (or n + 1, n + 3, n + 5), I would expect the output (resource expenditure/rate of success) to reflect stability over both a small and large sample set (lack of variance). I should be able to reliably compose challenges based on this "Balanced Encounter Formula" that consistently pan out as I have anticipated. With that balanced encounter formula, I can perturb the system up and down and consistently achieve the results I'm looking for (walkthrough encounters, standard encounters, Boss Fights, TPKs that should be worked around, strategically circumvented or walked away from) from both a tactical, difficulty, thematic, and climactic perspective. Swinginess incorporates and presupposes: - A less reliable (or non-existing) Encounter Formula - Variables within the Challenge and PC Builds (and group synergies) that are either unbounded or extraordinarily loosely bounded such that they load an encounter with a high capacity for latent entropy that can be realized willfully or dynamically and unpredictably. - Extra-Encounter Strategic power plays (or powerful PC resource schemes) used by the PCs as standard operating procedure to attempt to limit/bind/render obselete the unconstrained (SoD, SoS) potency of the Challenge they are facing. [/QUOTE]
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