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
*TTRPGs General
RPG theory: in-game balancing
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="aia_2" data-source="post: 8683450" data-attributes="member: 6800399"><p>That is interesting, if you have some links or hints, pls let me know for i'd be really interested in reading about such a topic!</p><p></p><p>Correct, but that is not the point i want to discuss: i am not complaining about rules... i am complaning about the fact that whenever you have a 7th level party, your adventure is always "railroaded" in terms of encounter: never a monster where the wisest thing the party can do is ti flee, never a useless group of 1st level npcs (who by the way have not a tag on their shoulders "1st level, hit here to go faster")... far lightyears an encounter with a mixed group of npcs (say 3 of 1st level and 2 of 11th level)... My point is also try to train the players to "read the situation" and take decisions that ordinary rules would consider negative in terms of experience (like withdrawing) whereas they should be calculated in the exact opposite sense: a combat would turn in a likely death and a withdraw would imply the pcs survives.</p><p></p><p>Why do you tie fun with success? Even an episode where a PC dies could be perceived with fun. The assumption here is similar to the one i do not understand about the balance in encounters. If the assumption is this one, we can go ahead for eons in this conversation.</p><p>Fun could also come from unexpected situations, regardless or not they are "positive" for a character. Fun could be an encounter between a 4th level party with a 12th level group of bandits npcs (and sorry, they could be interested in robbing in the street... i do not see any illogical situation here, they're not living in a modern environment like ours). If a player plays under the assumption that "s**t happens" like real life, he will think two times before entering in a fight with the first group of npcs he meets. The fun is also "read" the situation and being a winner even in case you decide to flee.</p><p></p><p>...ok and this brings me back to the original question: it not only a matter of mastering, it is also a matter of balancing in game design... and the question is again: why?</p><p></p><p>Train and test, ok. Re to the dragon: less fun for what reason? If the way you present that event leaves room to survive with a huge defeat of the PC, why the fun should be wasted? Why the fun should be only meet and defeat a pack of rats when the party is at 1st level?</p><p></p><p>No, i do not think anyone is dumb. However my "why" is still unanswered.</p></blockquote><p></p>
[QUOTE="aia_2, post: 8683450, member: 6800399"] That is interesting, if you have some links or hints, pls let me know for i'd be really interested in reading about such a topic! Correct, but that is not the point i want to discuss: i am not complaining about rules... i am complaning about the fact that whenever you have a 7th level party, your adventure is always "railroaded" in terms of encounter: never a monster where the wisest thing the party can do is ti flee, never a useless group of 1st level npcs (who by the way have not a tag on their shoulders "1st level, hit here to go faster")... far lightyears an encounter with a mixed group of npcs (say 3 of 1st level and 2 of 11th level)... My point is also try to train the players to "read the situation" and take decisions that ordinary rules would consider negative in terms of experience (like withdrawing) whereas they should be calculated in the exact opposite sense: a combat would turn in a likely death and a withdraw would imply the pcs survives. Why do you tie fun with success? Even an episode where a PC dies could be perceived with fun. The assumption here is similar to the one i do not understand about the balance in encounters. If the assumption is this one, we can go ahead for eons in this conversation. Fun could also come from unexpected situations, regardless or not they are "positive" for a character. Fun could be an encounter between a 4th level party with a 12th level group of bandits npcs (and sorry, they could be interested in robbing in the street... i do not see any illogical situation here, they're not living in a modern environment like ours). If a player plays under the assumption that "s**t happens" like real life, he will think two times before entering in a fight with the first group of npcs he meets. The fun is also "read" the situation and being a winner even in case you decide to flee. ...ok and this brings me back to the original question: it not only a matter of mastering, it is also a matter of balancing in game design... and the question is again: why? Train and test, ok. Re to the dragon: less fun for what reason? If the way you present that event leaves room to survive with a huge defeat of the PC, why the fun should be wasted? Why the fun should be only meet and defeat a pack of rats when the party is at 1st level? No, i do not think anyone is dumb. However my "why" is still unanswered. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPG theory: in-game balancing
Top