Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Reducing the number of encounters in a day
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FormerlyHemlock" data-source="post: 6799715" data-attributes="member: 6787650"><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span>We must have played AD&D differently then. I played two styles: one was Gold Box computer games in 1E and the Dark Sun games in 2E, and those were very much 5 minute work-day style games where resting back to full after almost every encounter was the norm (and if wandering monsters came along, you just dealt with them); the other was small AD&D 2nd edition games where the emphasis was on sneaking and contingency planning before an engagement and good use of spells (Fire Trap multiple places in the orc base) and having the right spells in the first place. Attrition is a component of that model, but not in the 5E sense of "nothing is really a threat until repeated encounters grind you down first."</p><p></p><p></p><p></p><p>I don't believe that any such roleplaying system could ever be interesting to me. In order to completely negate the differential effects of player intelligence and skill, the game would have to be simpler than Checkers, on the same level as Chutes and Ladders.</p><p></p><p>You can <em>try</em> to push 5E in this direction by having the optimizers build characters for the other characters, which would make them look equal on paper, but then when it comes to the part I'm actually interested in (actual game time, interacting with the world) you will find that the skillful players will rapidly outpace the unskillful ones, because the unskillful ones do ineffective things like blow their 9th level spell slots on Chromatic Orb IX (true story) and don't know when to play defense/Dodge (instead of rolling another attack for 8 HP of damage) and don't think to Hide when they're being chased and never come up with creative uses for a Bag of Devouring, etc., etc.</p><p></p><p>In short, you can't negate the effects of intelligence in a roleplaying game unless you remove the possibility for some decisions to be better than others. From my perspective, if all choices made at game-time are viable, then no choices are meaningful. (Which BTW is precisely why I find DMG-balanced Medium/Hard encounters meaningless and boring. They're balanced to be beatable even if all you do is charge into the 10' x 10' room and start making attack rolls in melee.)</p><p></p><p><strong>TL;DR</strong> I'll believe in it when I see one.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6799715, member: 6787650"] [COLOR=#000000] [/COLOR]We must have played AD&D differently then. I played two styles: one was Gold Box computer games in 1E and the Dark Sun games in 2E, and those were very much 5 minute work-day style games where resting back to full after almost every encounter was the norm (and if wandering monsters came along, you just dealt with them); the other was small AD&D 2nd edition games where the emphasis was on sneaking and contingency planning before an engagement and good use of spells (Fire Trap multiple places in the orc base) and having the right spells in the first place. Attrition is a component of that model, but not in the 5E sense of "nothing is really a threat until repeated encounters grind you down first." I don't believe that any such roleplaying system could ever be interesting to me. In order to completely negate the differential effects of player intelligence and skill, the game would have to be simpler than Checkers, on the same level as Chutes and Ladders. You can [I]try[/I] to push 5E in this direction by having the optimizers build characters for the other characters, which would make them look equal on paper, but then when it comes to the part I'm actually interested in (actual game time, interacting with the world) you will find that the skillful players will rapidly outpace the unskillful ones, because the unskillful ones do ineffective things like blow their 9th level spell slots on Chromatic Orb IX (true story) and don't know when to play defense/Dodge (instead of rolling another attack for 8 HP of damage) and don't think to Hide when they're being chased and never come up with creative uses for a Bag of Devouring, etc., etc. In short, you can't negate the effects of intelligence in a roleplaying game unless you remove the possibility for some decisions to be better than others. From my perspective, if all choices made at game-time are viable, then no choices are meaningful. (Which BTW is precisely why I find DMG-balanced Medium/Hard encounters meaningless and boring. They're balanced to be beatable even if all you do is charge into the 10' x 10' room and start making attack rolls in melee.) [B]TL;DR[/B] I'll believe in it when I see one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Reducing the number of encounters in a day
Top