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On fairies and flying
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<blockquote data-quote="Scott Christian" data-source="post: 8407317" data-attributes="member: 6901101"><p>That is a good question. And maybe this is the disconnect I have with [USER=6906155]@Paul Farquhar[/USER] . I design encounters based on what would naturally or logically occur in the area. I design my architecture and dungeons the same way. The encounter or trap is what would logically occur. For example, if there are goblins in the heavily wooded area, and they are bandits, they most likely can ambush from the back and carry bows as well as daggers. The ambush from the back could occur, but it would be based on skill checks prior. This way both skills and combat are valued by the players.</p><p>What I do not do is design encounters based on the group. For example, the thieves' den I just made has secret (the safe way to travel) passages. The others are trapped. They all go to the same place. I can't stand when a door is trapped, but it is obviously a door that would need to be used fifty times a day. That stuff drives me nits. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>The level of the group is always taken into consideration, but that is because much of my writing is more adventure paths, and not one shots that can be used anywhere or anytime. But even with level consideration, it is naturalness and logic - then level, not the other way around.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8407317, member: 6901101"] That is a good question. And maybe this is the disconnect I have with [USER=6906155]@Paul Farquhar[/USER] . I design encounters based on what would naturally or logically occur in the area. I design my architecture and dungeons the same way. The encounter or trap is what would logically occur. For example, if there are goblins in the heavily wooded area, and they are bandits, they most likely can ambush from the back and carry bows as well as daggers. The ambush from the back could occur, but it would be based on skill checks prior. This way both skills and combat are valued by the players. What I do not do is design encounters based on the group. For example, the thieves' den I just made has secret (the safe way to travel) passages. The others are trapped. They all go to the same place. I can't stand when a door is trapped, but it is obviously a door that would need to be used fifty times a day. That stuff drives me nits. ;) The level of the group is always taken into consideration, but that is because much of my writing is more adventure paths, and not one shots that can be used anywhere or anytime. But even with level consideration, it is naturalness and logic - then level, not the other way around. [/QUOTE]
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