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General Tabletop Discussion
*Dungeons & Dragons
Points of Light - replacement for random encounters
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<blockquote data-quote="Arlough" data-source="post: 5528353" data-attributes="member: 79335"><p><strong>Re: Ban the random encounter</strong></p><p></p><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6674918" target="_blank">andy3k</a></u></strong></em></p><p></p><p>This idea actually came about in response to someone on another thread asking for advise regarding a party in chapters 4 & 5 (I think) of a WotBS campaign.</p><p>The primary problem was that they would rest often, and go nova in nearly every fight. The DM did not want to just throw a bunch of meaningless fights in because that would eat up time that could be used advancing the story, but also didn't want to just make the fights bigger as that made it more "swingy" as in more random damage (not predictable) potentially leading to TPK.</p><p></p><p>Initally I was thinking of how to deal with <em>that</em> party, but then I realized that my own parties frequently took actions or went places I hadn't anticipated, so I wanted to create a system that still required resource management (hit points, daily powers, etc.) in case there was a fight coming up, but didn't actually take the time of a fight. Because, really, that is the only purpose a random encounter has for me anymore. <span style="font-family: 'Garamond'">I've stopped awarding XP based on murder. Now I just announce a level gain as the players reach certain plot points (similar to Assassin's Creed) so if they are wandering the countryside killing things that aren't dead enough, it gains them nothing unless it is somehow forwarding the plot.</span></p><p></p><p>I totally agree with you that encounters should have meaning, but I also want to make inaction a costly choice (out of a party of 5, only one of my players takes the initative, with one other finally coming out of his shell, so they need some prodding.)</p><p></p><p>As for cobbled together encounters, I don't use them either. Usually I would have an encounter ready for an area, with a quick re-skinning occurring if the players went and got in a fight somewhere I never expected.</p><p>Now, though, I think I am going to try out the <a href="http://angrydm.com/2010/08/schrodinger-chekhov-samus/" target="_blank">Angry DM's Slaughter System</a> that Pbartender so kindly provided us a link to.</p><p>It looks to be a great tool for situations that call for random encounters, and may even help me become more organized.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5528353, member: 79335"] [b]Re: Ban the random encounter[/b] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6674918"]andy3k[/URL][/U][/B][/I] This idea actually came about in response to someone on another thread asking for advise regarding a party in chapters 4 & 5 (I think) of a WotBS campaign. The primary problem was that they would rest often, and go nova in nearly every fight. The DM did not want to just throw a bunch of meaningless fights in because that would eat up time that could be used advancing the story, but also didn't want to just make the fights bigger as that made it more "swingy" as in more random damage (not predictable) potentially leading to TPK. Initally I was thinking of how to deal with [I]that[/I] party, but then I realized that my own parties frequently took actions or went places I hadn't anticipated, so I wanted to create a system that still required resource management (hit points, daily powers, etc.) in case there was a fight coming up, but didn't actually take the time of a fight. Because, really, that is the only purpose a random encounter has for me anymore. [FONT=Garamond]I've stopped awarding XP based on murder. Now I just announce a level gain as the players reach certain plot points (similar to Assassin's Creed) so if they are wandering the countryside killing things that aren't dead enough, it gains them nothing unless it is somehow forwarding the plot.[/FONT] I totally agree with you that encounters should have meaning, but I also want to make inaction a costly choice (out of a party of 5, only one of my players takes the initative, with one other finally coming out of his shell, so they need some prodding.) As for cobbled together encounters, I don't use them either. Usually I would have an encounter ready for an area, with a quick re-skinning occurring if the players went and got in a fight somewhere I never expected. Now, though, I think I am going to try out the [URL="http://angrydm.com/2010/08/schrodinger-chekhov-samus/"]Angry DM's Slaughter System[/URL] that Pbartender so kindly provided us a link to. It looks to be a great tool for situations that call for random encounters, and may even help me become more organized. [/QUOTE]
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Points of Light - replacement for random encounters
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