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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Imaro" data-source="post: 7196932" data-attributes="member: 48965"><p>No it doesn't have to be... and I don't think anyone is saying it does. But when you are arguing the 3 deadly encounters have an impact on worldbuilding vs. the opposite or even that they have one on adventure design... well then it's on you to prove it can't work even if they are used in a specific way. And saying... well you're just avoiding the problem by making your encounters fit the world... is exactly what we've been arguing is possible. Encounters being modified as opposed to the world I created</p><p></p><p></p><p></p><p>No it doesn't. Wanting to balance your adventurers against the adventuring day XP does. Using 3 deadlies isn't what is causing the world to appear deadly (18 easy encounters would have the same effect) it's the need to balance your games against the adventuring day xp. As long as that is a concern the world in general will appear to be a deadly place since anywhere they go there will be a number of encounters that are mechanically roughly equal in terms of danger. which is why I said the default for D&D is a pretty dangerous world (for the PC's??)... Which of course seems perfectly in line with the inspirations for D&D...</p><p></p><p></p><p></p><p>Again though... we are saying it should be incorporated into your game in a way that fits your worldbuilding. Why would I introduce the Elminster encounter in a way that he has time and resources to take care of these things? Better that I modify the encounter to fit the world... right?</p></blockquote><p></p>
[QUOTE="Imaro, post: 7196932, member: 48965"] No it doesn't have to be... and I don't think anyone is saying it does. But when you are arguing the 3 deadly encounters have an impact on worldbuilding vs. the opposite or even that they have one on adventure design... well then it's on you to prove it can't work even if they are used in a specific way. And saying... well you're just avoiding the problem by making your encounters fit the world... is exactly what we've been arguing is possible. Encounters being modified as opposed to the world I created No it doesn't. Wanting to balance your adventurers against the adventuring day XP does. Using 3 deadlies isn't what is causing the world to appear deadly (18 easy encounters would have the same effect) it's the need to balance your games against the adventuring day xp. As long as that is a concern the world in general will appear to be a deadly place since anywhere they go there will be a number of encounters that are mechanically roughly equal in terms of danger. which is why I said the default for D&D is a pretty dangerous world (for the PC's??)... Which of course seems perfectly in line with the inspirations for D&D... Again though... we are saying it should be incorporated into your game in a way that fits your worldbuilding. Why would I introduce the Elminster encounter in a way that he has time and resources to take care of these things? Better that I modify the encounter to fit the world... right? [/QUOTE]
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