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RPG theory: in-game balancing
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<blockquote data-quote="Umbran" data-source="post: 8680090" data-attributes="member: 177"><p>Of course, you can play as you wish. It may be important to note, though, that the genres of fiction we tend to play in typically <em>do not match reality</em> in more ways than you can shake a stick at. Protagonists really don't live lives similar to reality, and we are largely okay with that. </p><p></p><p>So, I am not sure that "similar to reality" brings as much value or satisfaction to play as one might guess.</p><p></p><p></p><p></p><p>Since you are citing "unwritten" rules, we can't exactly ask you to show an example.</p><p></p><p>Maybe we should look at the advice given in the 3e DMG on encounter design.... I quote the 3e DMG page 102:</p><p></p><p><strong><em>Difficulty</em></strong></p><p><em>Sometimes, the PCs encounter something that's a pushover for them. At other times an encounter is too difficult and they have to run away. A well-constructed adventure has a variety of encounters at several different levels of difficulty.</em></p><p>What follows is a table that suggests:</p><p>10% of encounters should be Easy</p><p>20% should be Easy (if handled properly)</p><p>50% should be Challenging</p><p>15% should be Very difficult</p><p>5% should be Overwhelming</p><p></p><p>So, we cannot really speak to your "unwritten" rules. But the actual written rules don't seem to agree with your claim.</p><p></p><p></p><p></p><p>So, you asked a question to give yourself the opportunity to pontificate on your own answer?</p></blockquote><p></p>
[QUOTE="Umbran, post: 8680090, member: 177"] Of course, you can play as you wish. It may be important to note, though, that the genres of fiction we tend to play in typically [I]do not match reality[/I] in more ways than you can shake a stick at. Protagonists really don't live lives similar to reality, and we are largely okay with that. So, I am not sure that "similar to reality" brings as much value or satisfaction to play as one might guess. Since you are citing "unwritten" rules, we can't exactly ask you to show an example. Maybe we should look at the advice given in the 3e DMG on encounter design.... I quote the 3e DMG page 102: [B][I]Difficulty[/I][/B] [I]Sometimes, the PCs encounter something that's a pushover for them. At other times an encounter is too difficult and they have to run away. A well-constructed adventure has a variety of encounters at several different levels of difficulty.[/I] What follows is a table that suggests: 10% of encounters should be Easy 20% should be Easy (if handled properly) 50% should be Challenging 15% should be Very difficult 5% should be Overwhelming So, we cannot really speak to your "unwritten" rules. But the actual written rules don't seem to agree with your claim. So, you asked a question to give yourself the opportunity to pontificate on your own answer? [/QUOTE]
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