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[Playtest 2] "Encounter" Building
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<blockquote data-quote="I'm A Banana" data-source="post: 5992298" data-attributes="member: 2067"><p>Aye, but <em>they won't be planned that way</em>.</p><p></p><p>There's X number of baddies in the thing. The PC's choose how they solve that problem, all at once, in four waves, or one by one, or whatever. I don't have to worry about the "right encounter balance," I just have to populate my adventuring day.</p><p></p><p></p><p></p><p>For me, it's correlated to combat-as-war and player choice. Players have a choice of how to solve the problem in front of them, and what they do and how they do it is and should be <em>up to them</em>, not dictated by me. They can thus set up circumstances to be favorable (or make some bungles and wind up boned) and I only need to worry about role-playing the antagonists, not about precise fiddly number crunching for some sort of micro-level pseudobalance. </p><p></p><p>Encounters feel way too pre-planned, pre-packaged, nice, neat little things, but that's not how reality works, that's just how games work, so it's game balance intruding on my verisimilitude and saying "I'm more important than that!", and it's not, to me.</p><p></p><p></p><p></p><p>The thing is, the daily amounts give the players and me a LOT more flexibility than per-encounter tallying does. I don't have to kludge a steady drip of encounter scenes into the game. I can let the players take point, set up their own encounters, and go with whatever happens.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5992298, member: 2067"] Aye, but [I]they won't be planned that way[/I]. There's X number of baddies in the thing. The PC's choose how they solve that problem, all at once, in four waves, or one by one, or whatever. I don't have to worry about the "right encounter balance," I just have to populate my adventuring day. For me, it's correlated to combat-as-war and player choice. Players have a choice of how to solve the problem in front of them, and what they do and how they do it is and should be [I]up to them[/I], not dictated by me. They can thus set up circumstances to be favorable (or make some bungles and wind up boned) and I only need to worry about role-playing the antagonists, not about precise fiddly number crunching for some sort of micro-level pseudobalance. Encounters feel way too pre-planned, pre-packaged, nice, neat little things, but that's not how reality works, that's just how games work, so it's game balance intruding on my verisimilitude and saying "I'm more important than that!", and it's not, to me. The thing is, the daily amounts give the players and me a LOT more flexibility than per-encounter tallying does. I don't have to kludge a steady drip of encounter scenes into the game. I can let the players take point, set up their own encounters, and go with whatever happens. [/QUOTE]
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[Playtest 2] "Encounter" Building
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