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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7196341" data-attributes="member: 16814"><p>I have no idea where you got the idea I was talking about having more than three encounters a day. Like, no idea. Nothing I said in what you quoted even gets close to talking about more than 3 encounters a day. This is just weird.</p><p></p><p>And, of course I take my world into consideration -- that's exactly what I'm talking about. 3 deadly encounters a day any time I have any encounters has knock on effects to worldbuilding. Nothing in that says that I build encounters completely randomly and then say 'see, completely random encounters don't work with worldbuilding and the problem is because it's 3 deadly randomly built encounters a day!' That's another of your strawmen -- that somehow those arguing the other side are saying things that mean we're talking about putting Rocs on the ocean floor. </p><p></p><p></p><p></p><p></p><p></p><p>Three. Three deadly encounters in a safe area. The entire focus of this discussion is that if you have 1 encounter, you have to have 2 more, and all of them are deadly. So, your safe area has to have three encounters in pretty rapid succession every time you have any encounters. The net effect is that areas become 'safe' areas due to being unable to support deadly encounters at that pace as the players level. Or you're introducing new worldbuilding aspects to explain the new danger levels.</p><p></p><p>So, yeah, you can have a 'safe' area, and then, later at higher levels, have an invasion or incursion of some kind to change the background danger level of the area to support new deadly encounters for a time, but that's right back to worldbuilding.</p><p></p><p></p><p>No, it was always using 3 deadlies a day exclusively. I clarified that multiple times over our discussion. Go back and look. </p><p></p><p></p><p></p><p>Um, no. There were criticisms consistent with my position for every one of those, so you can't just claim fait accompli because you responded to your own satisfaction. If you cannot extrapolate a bit what the impact of multiple such days as you provided might be, that's not my failing, nor is it me calling for you to build an entire campaign world. Strangely, I've already offered to hear such examples from your current campaign world, which is presumably already built. </p><p></p><p>This is bizarre. Are you saying that an area that threatened 1st level characters can successfully threaten 10th level ones just by changing the CR, #appearing, and so on of the threats that your worldbuilding allowed at level 1? How does that work? Where were these advanced threats back at level 1? Where are the level 1 threats at level 10?</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7196341, member: 16814"] I have no idea where you got the idea I was talking about having more than three encounters a day. Like, no idea. Nothing I said in what you quoted even gets close to talking about more than 3 encounters a day. This is just weird. And, of course I take my world into consideration -- that's exactly what I'm talking about. 3 deadly encounters a day any time I have any encounters has knock on effects to worldbuilding. Nothing in that says that I build encounters completely randomly and then say 'see, completely random encounters don't work with worldbuilding and the problem is because it's 3 deadly randomly built encounters a day!' That's another of your strawmen -- that somehow those arguing the other side are saying things that mean we're talking about putting Rocs on the ocean floor. Three. Three deadly encounters in a safe area. The entire focus of this discussion is that if you have 1 encounter, you have to have 2 more, and all of them are deadly. So, your safe area has to have three encounters in pretty rapid succession every time you have any encounters. The net effect is that areas become 'safe' areas due to being unable to support deadly encounters at that pace as the players level. Or you're introducing new worldbuilding aspects to explain the new danger levels. So, yeah, you can have a 'safe' area, and then, later at higher levels, have an invasion or incursion of some kind to change the background danger level of the area to support new deadly encounters for a time, but that's right back to worldbuilding. No, it was always using 3 deadlies a day exclusively. I clarified that multiple times over our discussion. Go back and look. Um, no. There were criticisms consistent with my position for every one of those, so you can't just claim fait accompli because you responded to your own satisfaction. If you cannot extrapolate a bit what the impact of multiple such days as you provided might be, that's not my failing, nor is it me calling for you to build an entire campaign world. Strangely, I've already offered to hear such examples from your current campaign world, which is presumably already built. This is bizarre. Are you saying that an area that threatened 1st level characters can successfully threaten 10th level ones just by changing the CR, #appearing, and so on of the threats that your worldbuilding allowed at level 1? How does that work? Where were these advanced threats back at level 1? Where are the level 1 threats at level 10? [/QUOTE]
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