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<blockquote data-quote="Imaro" data-source="post: 5927273" data-attributes="member: 48965"><p>How does... "not control pacing" equate to every encounter being randomly determined? Again a DM can place an encounter wherever he wants in a sandbox but when and where it is encountered is determined by either randomness or character action. Does that clarify my point better?</p><p> </p><p> </p><p> </p><p></p><p> </p><p>My issue was with you specifically referencing the dungeon but not the rest of the adventure... like the town where rumors and information can be gathered. Keyed encounter doesn not equate to eternally static encounters. Thus PC's can determine the pace... randomness can determine the pace... unless the DM forgoes both of these in his "sandbox" he won't determine it.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>The DM is not setting the pace. As an example, there is a (very small but still possible) probability that over a particualr period of time those random rolls can produce the same number of encounters. </p><p> </p><p>You are claiming the DM is somehow setting the pace... even though he can't know what it is because it's random...Huh??<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p> </p><p> </p><p></p><p> </p><p>Not if you have your rogue scout ahead at the T intersection and report back... which I'm sorry is something, IME, that is done regularly by players. You're admitting there are ways for the players to make your assumptions untrue... yet you're arguing it can't be done... I'm confused, which is it?</p><p> </p><p> </p><p></p><p> </p><p>First, no one is claiming to make all encounters random... but keep the hyperbole going...</p><p> </p><p>Second, did you forget or are you just ignoring the part where I included randomness (along with character choices) as one of the factors setting up pacing in a sandbox? what you don't get in random encounters is the DM having control over pacing.</p><p> </p><p></p><p> </p><p>No, what's funny is that one of the major solutions to this problem is to add randomness (wandering monsters) into the mix (which again you keep acting like I didn't mention randomness as a factor in my previous post.) and minimize static encounters (you know by having monsters react to character actions and choices)...</p></blockquote><p></p>
[QUOTE="Imaro, post: 5927273, member: 48965"] How does... "not control pacing" equate to every encounter being randomly determined? Again a DM can place an encounter wherever he wants in a sandbox but when and where it is encountered is determined by either randomness or character action. Does that clarify my point better? My issue was with you specifically referencing the dungeon but not the rest of the adventure... like the town where rumors and information can be gathered. Keyed encounter doesn not equate to eternally static encounters. Thus PC's can determine the pace... randomness can determine the pace... unless the DM forgoes both of these in his "sandbox" he won't determine it. The DM is not setting the pace. As an example, there is a (very small but still possible) probability that over a particualr period of time those random rolls can produce the same number of encounters. You are claiming the DM is somehow setting the pace... even though he can't know what it is because it's random...Huh??:confused: Not if you have your rogue scout ahead at the T intersection and report back... which I'm sorry is something, IME, that is done regularly by players. You're admitting there are ways for the players to make your assumptions untrue... yet you're arguing it can't be done... I'm confused, which is it? First, no one is claiming to make all encounters random... but keep the hyperbole going... Second, did you forget or are you just ignoring the part where I included randomness (along with character choices) as one of the factors setting up pacing in a sandbox? what you don't get in random encounters is the DM having control over pacing. No, what's funny is that one of the major solutions to this problem is to add randomness (wandering monsters) into the mix (which again you keep acting like I didn't mention randomness as a factor in my previous post.) and minimize static encounters (you know by having monsters react to character actions and choices)... [/QUOTE]
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