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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7189549" data-attributes="member: 16814"><p>So, the only way to play is to provide encounters for PCs but never, ever consider how those might affect the broader world? So, then, if I make an encounter table that matches the PCs up against a Dragon (young), some gorgons, a pack of rabid manticores, etc, and then roll on it when they're walking from Peaceful Village along the Nevertrouble Way to Safeville, and tell the players that this is the safest area of the kingdom, then I don't have to do any explaining as to why all of these horrible monsters happen to occur to the players there? They should go, "Oh, it's a game, and the mechanic you used for rolling our encounters doesn't have anything to do with the world we're playing in, cool, I get it, I'm glad we're in the safest place in the campaign world, which is just as dangerous as the most dangerous place in the campaign world!" </p><p></p><p>I have no issues with you if you want to play that way and your players enjoy it. I, however, like to provide a world that has some danger variety and cohension, and generally plan my encounter tables based on the area as defined by the world, not in spite of it. If I suddenly switch to deadly encounters perfectly scaled to PC level, that breaks that model, that there are issues. Which is, as I recall, exactly the point I started with before you and Hussar went off on this 'worldbuilding is totally separated from the mechanics!' tangent, which isn't true, either.</p><p></p><p>Or have you come up with a response to the core world assumptions in Part 1 of the DMG that the DMG says the rules use and, if you change those assumptions too much, you should be ready to adjust the rules?</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7189549, member: 16814"] So, the only way to play is to provide encounters for PCs but never, ever consider how those might affect the broader world? So, then, if I make an encounter table that matches the PCs up against a Dragon (young), some gorgons, a pack of rabid manticores, etc, and then roll on it when they're walking from Peaceful Village along the Nevertrouble Way to Safeville, and tell the players that this is the safest area of the kingdom, then I don't have to do any explaining as to why all of these horrible monsters happen to occur to the players there? They should go, "Oh, it's a game, and the mechanic you used for rolling our encounters doesn't have anything to do with the world we're playing in, cool, I get it, I'm glad we're in the safest place in the campaign world, which is just as dangerous as the most dangerous place in the campaign world!" I have no issues with you if you want to play that way and your players enjoy it. I, however, like to provide a world that has some danger variety and cohension, and generally plan my encounter tables based on the area as defined by the world, not in spite of it. If I suddenly switch to deadly encounters perfectly scaled to PC level, that breaks that model, that there are issues. Which is, as I recall, exactly the point I started with before you and Hussar went off on this 'worldbuilding is totally separated from the mechanics!' tangent, which isn't true, either. Or have you come up with a response to the core world assumptions in Part 1 of the DMG that the DMG says the rules use and, if you change those assumptions too much, you should be ready to adjust the rules? [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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