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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Reynard" data-source="post: 8671748" data-attributes="member: 467"><p>Another thread just reminded me of one of the "simulationy" things that bugs me in 5E especially: the pace of advancement is such that you can have a bunch of novice adventurers head off toward the dungeon, terrified of meeting goblins in the woods, and literally a week later return at 3rd or 4th level and not be one bit worried about the stuff that a week ago scared them to death. it just feels off to me. But if you make the monsters in the woods werewolves or trolls to ensure the PCs will still be worried a week later, you've created a deathtrap for them on the way out should the random encounter appear. Of course as GM you can always put your finger on the scale, but that itself is anti-simulation.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8671748, member: 467"] Another thread just reminded me of one of the "simulationy" things that bugs me in 5E especially: the pace of advancement is such that you can have a bunch of novice adventurers head off toward the dungeon, terrified of meeting goblins in the woods, and literally a week later return at 3rd or 4th level and not be one bit worried about the stuff that a week ago scared them to death. it just feels off to me. But if you make the monsters in the woods werewolves or trolls to ensure the PCs will still be worried a week later, you've created a deathtrap for them on the way out should the random encounter appear. Of course as GM you can always put your finger on the scale, but that itself is anti-simulation. [/QUOTE]
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On simulating things: what, why, and how?
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