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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5576317" data-attributes="member: 82106"><p>Sure, few things are absolutes. Mostly I expect just differences in play styles and general approach emphasize different aspects of the system and lead to different conclusions.</p><p></p><p>Encounter mix is a whole section of DMG1 Chapter 6, pages 104-105. There is a good bit we can mine from this on the perception of play the authors had.</p><p></p><p>They discuss the mix of difficulties along 3 primary dimensions:</p><p></p><p>1) Complexity of the opposition, for instance a number of different monster types vs a wolf-pack with one type of monster.</p><p></p><p>2) Plot complexity, this would presumably amount to complexity of the encounter in terms of RP, where it could involve betrayal, revelations, secondary agendas, etc.</p><p></p><p>3) Terrain and other similar features.</p><p></p><p>They also talk about difficulty as a separate axis of encounter mix, with a set of pretty clear statements about what they expect to be easy, medium, and hard. Generally the ratings here would be found to be on the easy to trivial side for highly optimized groups, especially prior to the MM3 monster rehash. After the rehash they're more in line with what a fairly capable group is likely to find challenging, but you'd still probably have to up the general difficulty a level or so for such a group. My experience with our group is that the encounter mix suggested is now a pretty good tough mix for a group which makes reasonable character choices but is spending their resources more in a concept driven fashion than for combat optimization. They can take on the hardest suggested encounters in the mix, but generally they're going to find doing that often to make their characters feel like they're a bit weak. I tend to make sure the toughest encounters have substantial RP value and strategic thinking or non-combat means can be used to get a jump on them. If the group were hard-core tactical players then I'd emphasize those aspects more.</p><p></p><p>So, I think you can cater to a few styles of play, from chess-like optimizing super tactical play to much more plot driven and extemporaneous play with a much greater focus on the RP/plot aspects of the encounters.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5576317, member: 82106"] Sure, few things are absolutes. Mostly I expect just differences in play styles and general approach emphasize different aspects of the system and lead to different conclusions. Encounter mix is a whole section of DMG1 Chapter 6, pages 104-105. There is a good bit we can mine from this on the perception of play the authors had. They discuss the mix of difficulties along 3 primary dimensions: 1) Complexity of the opposition, for instance a number of different monster types vs a wolf-pack with one type of monster. 2) Plot complexity, this would presumably amount to complexity of the encounter in terms of RP, where it could involve betrayal, revelations, secondary agendas, etc. 3) Terrain and other similar features. They also talk about difficulty as a separate axis of encounter mix, with a set of pretty clear statements about what they expect to be easy, medium, and hard. Generally the ratings here would be found to be on the easy to trivial side for highly optimized groups, especially prior to the MM3 monster rehash. After the rehash they're more in line with what a fairly capable group is likely to find challenging, but you'd still probably have to up the general difficulty a level or so for such a group. My experience with our group is that the encounter mix suggested is now a pretty good tough mix for a group which makes reasonable character choices but is spending their resources more in a concept driven fashion than for combat optimization. They can take on the hardest suggested encounters in the mix, but generally they're going to find doing that often to make their characters feel like they're a bit weak. I tend to make sure the toughest encounters have substantial RP value and strategic thinking or non-combat means can be used to get a jump on them. If the group were hard-core tactical players then I'd emphasize those aspects more. So, I think you can cater to a few styles of play, from chess-like optimizing super tactical play to much more plot driven and extemporaneous play with a much greater focus on the RP/plot aspects of the encounters. [/QUOTE]
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