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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Should strong players have an advantage?
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="Umbran" data-source="post: 5745400" data-attributes="member: 177"><p>No, not impossible. But still easily recognized.</p><p></p><p></p><p></p><p>Well, here's a place where the difference between social and combat encounters typically differ - social encounters usually have tighter bandwidth constraints, if you will. In your usual combat encounter, the GM is running a bunch of monsters/NPCs, and expects many players to engage at once. Social encounters tend to be much more narrow - there's one or two NPCs, and they each take a lot of GM time to interact with each player.</p><p></p><p>So, the fighter problem can be partially solved by throwing more of the right kind of monsters at the party, so it is clear that both those fighters are necessary and useful. It is usually harder for the GM to do that for social encounters.</p><p></p><p>And if the sharp fighter really is still stealing the thunder, maybe engaging in more cooperative tactics, rather than solo, would help. And, of course, sometimes making that cooperation such that the less-sharp player's going to be the one taking the big hunks out of the BBEG, while he fights off the goons...</p><p></p><p></p><p></p><p>I'm not talking about being "threatened" by other people's thunder (that's a completely different issue), or comparing ponies. I'm talking about how there's only one GM, and only so many hours at the table, such that thunder is effectively a limited resource. Most players won't mind if you get your thunder, so long as they get their fair share.</p><p></p><p>Imagine that "thunder" is a pot of soup. You can dish it up in bowls and spread it around, but each night there's only so much of it. How much of it do you take? This isn't "hand holding" - this is having a care that the other folks at the table matter, and ought to have their time, too. </p><p></p><p>The effect I'm talking about is one reason why many people find 1e's long-term balance (fighters are strong at low levels, wizards at high) fails. At early levels, fighters tend to get the lion's share of the thunder, and wizards are dissatisfied for large portions of a session. The situation tends to reverse at high levels.</p><p></p><p>That may seem equitable in the long run, but in reality, it isn't very satisfying for many players - thunder needs to be more equally distributed over a session, or a small number of sessions, rather than an entire campaign, to be engaging.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5745400, member: 177"] No, not impossible. But still easily recognized. Well, here's a place where the difference between social and combat encounters typically differ - social encounters usually have tighter bandwidth constraints, if you will. In your usual combat encounter, the GM is running a bunch of monsters/NPCs, and expects many players to engage at once. Social encounters tend to be much more narrow - there's one or two NPCs, and they each take a lot of GM time to interact with each player. So, the fighter problem can be partially solved by throwing more of the right kind of monsters at the party, so it is clear that both those fighters are necessary and useful. It is usually harder for the GM to do that for social encounters. And if the sharp fighter really is still stealing the thunder, maybe engaging in more cooperative tactics, rather than solo, would help. And, of course, sometimes making that cooperation such that the less-sharp player's going to be the one taking the big hunks out of the BBEG, while he fights off the goons... I'm not talking about being "threatened" by other people's thunder (that's a completely different issue), or comparing ponies. I'm talking about how there's only one GM, and only so many hours at the table, such that thunder is effectively a limited resource. Most players won't mind if you get your thunder, so long as they get their fair share. Imagine that "thunder" is a pot of soup. You can dish it up in bowls and spread it around, but each night there's only so much of it. How much of it do you take? This isn't "hand holding" - this is having a care that the other folks at the table matter, and ought to have their time, too. The effect I'm talking about is one reason why many people find 1e's long-term balance (fighters are strong at low levels, wizards at high) fails. At early levels, fighters tend to get the lion's share of the thunder, and wizards are dissatisfied for large portions of a session. The situation tends to reverse at high levels. That may seem equitable in the long run, but in reality, it isn't very satisfying for many players - thunder needs to be more equally distributed over a session, or a small number of sessions, rather than an entire campaign, to be engaging. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Should strong players have an advantage?
Top