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[rant] Balance schmalance
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<blockquote data-quote="jdfrenzel" data-source="post: 1330964" data-attributes="member: 810"><p><strong>On encounter balance</strong></p><p></p><p>First off, thanks for all the well considered replies! As one poster noted, these types of discussions never get decided one way or another. But the discussion's value isn't in any decision, it's in the process. And I admit that I am honored to have a place in Diaglo's sig. I tip my cocola to you sir!</p><p></p><p></p><p></p><p>I think he's got it! In my view, a healthy disregard of encounter balance tied with an up-front covenant that such encounters exist accomplishes 3 important tasks in any campaign:</p><p></p><p>1) PC discretion and valor are increased</p><p>2) Younger or new players improve</p><p>3) More DM work is finished up front</p><p></p><p>To explain a bit. If PCs suspect that creatures of any appearance might be more than they can handle, they are much braver when they do engage them. It's true bravery, since the creatures are totally unknown to them. But when they do engage, they do so with a plan and with some measure of caution. Fighters will fight defensively and set escape routes until they have a feel for their enemies. In short, it's easy to be brave if the encounters only make you 20% less alive. </p><p></p><p>To rebut a bit those who scoffed at dropping a hopeless CR before the players, PCs (the heroes) always have a means to escape. If die-fudging is to be done, this is the place. On the other hand, what if the players were evil and looking for a patron? Perhaps he was badly wounded? Tsk tsk, gentlemen, careful with those assumptions! (For the record, the party was not evil, and the giant was not badly wounded. But anyway...)</p><p></p><p>Younger and newer players do need lessons, but I agree that death is a hard way to learn it (uh, that sounds really obvious). Finding creative ways to solve problems, using team tactics and picking your fights carefully are good skills in any RPG. Josh Dyal presented a clever and opportunistic method for making it clear to players slow-to-learn that an encounter is Not For Them Yet.</p><p></p><p>The last one might need some explanation. It is easier to build a small geographic area well than a large area well. Building it small means preparing it for many levels or potential play. Introducing high-level villains to low-level PCs has the advantage of allowing the DM to allow for higher levels from the get go, plants adventure seeds, and generally makes life a bit easier. Those low-level PCs won't stay that way, and when they feel ready fo something tough, they beg to go back to find the giant/dragon/whatever. Near zero prep time for this. Again, fun for players to return from whence they ran and sing "Howdya like me now?"</p><p></p><p>To be clear, I am a proponent of variety, not PC smack downs or bowling pin kobolds. And I agree that CRs can be a good guideline, but only for balance. If players are being cautious, planning escape routes, and probing their enemies strengths and weaknesses rather than charging in guns blazing, then the CR is only meaningful if everyone rolls 10.5 on a d20. When players do not take these precautions, then CR becomes more important.</p><p></p><p></p><p>--- John</p></blockquote><p></p>
[QUOTE="jdfrenzel, post: 1330964, member: 810"] [b]On encounter balance[/b] First off, thanks for all the well considered replies! As one poster noted, these types of discussions never get decided one way or another. But the discussion's value isn't in any decision, it's in the process. And I admit that I am honored to have a place in Diaglo's sig. I tip my cocola to you sir! I think he's got it! In my view, a healthy disregard of encounter balance tied with an up-front covenant that such encounters exist accomplishes 3 important tasks in any campaign: 1) PC discretion and valor are increased 2) Younger or new players improve 3) More DM work is finished up front To explain a bit. If PCs suspect that creatures of any appearance might be more than they can handle, they are much braver when they do engage them. It's true bravery, since the creatures are totally unknown to them. But when they do engage, they do so with a plan and with some measure of caution. Fighters will fight defensively and set escape routes until they have a feel for their enemies. In short, it's easy to be brave if the encounters only make you 20% less alive. To rebut a bit those who scoffed at dropping a hopeless CR before the players, PCs (the heroes) always have a means to escape. If die-fudging is to be done, this is the place. On the other hand, what if the players were evil and looking for a patron? Perhaps he was badly wounded? Tsk tsk, gentlemen, careful with those assumptions! (For the record, the party was not evil, and the giant was not badly wounded. But anyway...) Younger and newer players do need lessons, but I agree that death is a hard way to learn it (uh, that sounds really obvious). Finding creative ways to solve problems, using team tactics and picking your fights carefully are good skills in any RPG. Josh Dyal presented a clever and opportunistic method for making it clear to players slow-to-learn that an encounter is Not For Them Yet. The last one might need some explanation. It is easier to build a small geographic area well than a large area well. Building it small means preparing it for many levels or potential play. Introducing high-level villains to low-level PCs has the advantage of allowing the DM to allow for higher levels from the get go, plants adventure seeds, and generally makes life a bit easier. Those low-level PCs won't stay that way, and when they feel ready fo something tough, they beg to go back to find the giant/dragon/whatever. Near zero prep time for this. Again, fun for players to return from whence they ran and sing "Howdya like me now?" To be clear, I am a proponent of variety, not PC smack downs or bowling pin kobolds. And I agree that CRs can be a good guideline, but only for balance. If players are being cautious, planning escape routes, and probing their enemies strengths and weaknesses rather than charging in guns blazing, then the CR is only meaningful if everyone rolls 10.5 on a d20. When players do not take these precautions, then CR becomes more important. --- John [/QUOTE]
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