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General Tabletop Discussion
*TTRPGs General
New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="shilsen" data-source="post: 3352218" data-attributes="member: 198"><p>I don't know if you're in a minority or should expect to be clobbered, but I personally like this new method. The old method of having balance based on number of encounters and classes having power in inverse ratio to the number of encounters in the day partly ties the hands of DMs and adventure designers. I run a campaign where PCs usually have only one encounter in a game day, or maybe two on rare occasions, and while I haven't had any problem doing that and challenging the PCs constantly, it's difficult to do when you're not slowly draining PC resources over multiple encounters. And it would be nigh impossible to have the PCs have a dozen encounters in the day. The "per encounter" balancing approach would make it easier for DMs who aren't very mechanically sound to run adventures with any number of encounters in a day, and I think that's a good thing.</p></blockquote><p></p>
[QUOTE="shilsen, post: 3352218, member: 198"] I don't know if you're in a minority or should expect to be clobbered, but I personally like this new method. The old method of having balance based on number of encounters and classes having power in inverse ratio to the number of encounters in the day partly ties the hands of DMs and adventure designers. I run a campaign where PCs usually have only one encounter in a game day, or maybe two on rare occasions, and while I haven't had any problem doing that and challenging the PCs constantly, it's difficult to do when you're not slowly draining PC resources over multiple encounters. And it would be nigh impossible to have the PCs have a dozen encounters in the day. The "per encounter" balancing approach would make it easier for DMs who aren't very mechanically sound to run adventures with any number of encounters in a day, and I think that's a good thing. [/QUOTE]
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