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<blockquote data-quote="Lanefan" data-source="post: 7643512" data-attributes="member: 29398"><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>However, a TTRPG is not a novel, and in theory isn't limited by page count; and thus it can take the time that a novel can't and play through all the encounters.</p><p></p><p>Sometimes in a TTRPG you do end up fighting the same foes over and over - if you're in a war zone, for example, and keep encountering patrols of enemy soldiers.</p><p></p><p>What you say is correct here, but the solution lies in a different direction: flatten the power curve and reduce the overall power gain as characters advance. From all I can tell, 5e has done a pretty good job at this and thus a given monster can be and remain a viable opponent over a wider range of character levels without having to massage its numbers to suit the situation.</p><p></p><p>Yes, along with all its other numbers. A comparable-but-different creature might - well, very likely would - have different numbers e.g. better AC, lower potential damage output, etc., that ended up giving about the same XP value (and from all I've seen 4e is pretty non-granular with its XP values in the modules, usually rounding to the nearest 100).</p><p></p><p>Not to an audience, but I do see the setting as - to use a metaphor perhaps - a product of which the players are the end consumers. What they do with it and-or how they consume it is up to them, but the product - the setting - is what it is.</p><p></p><p>The point of the game, then, is for the players to use that setting as a backdrop and milieu in which to play their characters; and for all involved to then generate some sort of story* as that play rolls along.</p><p></p><p>* - no matter how intentionally or not, nor how disjointed or not.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7643512, member: 29398"] :) However, a TTRPG is not a novel, and in theory isn't limited by page count; and thus it can take the time that a novel can't and play through all the encounters. Sometimes in a TTRPG you do end up fighting the same foes over and over - if you're in a war zone, for example, and keep encountering patrols of enemy soldiers. What you say is correct here, but the solution lies in a different direction: flatten the power curve and reduce the overall power gain as characters advance. From all I can tell, 5e has done a pretty good job at this and thus a given monster can be and remain a viable opponent over a wider range of character levels without having to massage its numbers to suit the situation. Yes, along with all its other numbers. A comparable-but-different creature might - well, very likely would - have different numbers e.g. better AC, lower potential damage output, etc., that ended up giving about the same XP value (and from all I've seen 4e is pretty non-granular with its XP values in the modules, usually rounding to the nearest 100). Not to an audience, but I do see the setting as - to use a metaphor perhaps - a product of which the players are the end consumers. What they do with it and-or how they consume it is up to them, but the product - the setting - is what it is. The point of the game, then, is for the players to use that setting as a backdrop and milieu in which to play their characters; and for all involved to then generate some sort of story* as that play rolls along. * - no matter how intentionally or not, nor how disjointed or not. [/QUOTE]
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