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
*Dungeons & Dragons
Simulation vs Game - Where should D&D 5e aim?
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="Balesir" data-source="post: 6299489" data-attributes="member: 27160"><p>Well, firstly, per my previous post, I think it has always been possible to view the "Dungeon Level Encounters"/CR/Encounter Level stuff as guidelines. The "steeper curve" idea I don't really see from experience in either playing 3.x or DMing 4E - although they had different ways of handling it.</p><p></p><p>In 3.5 it was certainly true that uber-high level critters like devils and demons could kill low level characters if they wanted to, but the thing was that they had no reason to do so within the game system and world whatsoever. I once saw a devil taunting low level PCs ("playing with its food", as we termed it) because it had no conceivable prospect of getting either experience or any benefit for its own "side" in the planar wars by killing them.</p><p></p><p>In 4E, you wuld be surprised at how resilient PCs can be to very much higher level encounters. It's more chancy, to be sure, but the PCs themselves are really quite tough.</p><p></p><p>The thing about "monster type scaling" in 4E doesn't upset this, particularly - but the reason for it is somewhat different. A level 17 standard Hill Giant, a level 13 Elite Hill giant, a level 8 Solo Hill Giant and a level 25 Minion Hill Giant are all worth the same XP in an encounter, might represent the same Hill Giant* and are roughly as troublesome to kill and as damaging to a party of fixed level. The reasons for treating them differently is really not to do with making an easier or harder challenge - it is to do with making encounters fun and interesting. A party of Level 17 characters against a L17 Standard Hill giant will kill an individual giant easily enough, but there is a chance they will miss it, it will take a few (~3) good hits before it drops and it will have a fair chance of hitting them for good damage. The same party against a L25 Minion will kill it as soon as they hit it, but will be missing a lot. Meanwhile it will be hitting them reliably for fairly minor damage. The combination of them whiffing a lot and constantly getting hit will rapidly get tedious - but the average effect in terms of damage taken by PCs and time to kill the monster will be similar. Likewise, the same party against an Elite L13 Hill Giant will kill it in roughly the same number of turns and take roughly equivalent damage - but they will hit with almost every blow and it will miss them a lot (but do lots of damage, many times, when it hits). Again, not as fun a fight as the Standard. So the <em>recommendation</em> is to use <u>roughly</u> same-level enemies - not out of some sort of "fairness" fetish, but because battles will be more interesting that way. If you want to ignore that advice, you can.</p><p></p><p></p><p></p><p>*: <span style="font-size: 9px">The question of having the same creature have a variable number of hit points (L25 minion and L17 standard as the same creature) was brought up above. This is simply a question of how one visualises hit points. They have always, as far as I'm concerned, been a "fuzzy" concept anyway, so adding in a "quantum" element of a sort of "uncertainty principle" to them seems non-problematic. You can either pin a monster down to be easier to hit - in which case it has more hit points - or you can pin it down to having fewer hit points - in which case it becomes more difficult to hit. That is the way the 4E world works and, since you can't actually <strong><em>see</em></strong> hit points as I envision the game world, it makes perfect sense that it could be so.</span></p></blockquote><p></p>
[QUOTE="Balesir, post: 6299489, member: 27160"] Well, firstly, per my previous post, I think it has always been possible to view the "Dungeon Level Encounters"/CR/Encounter Level stuff as guidelines. The "steeper curve" idea I don't really see from experience in either playing 3.x or DMing 4E - although they had different ways of handling it. In 3.5 it was certainly true that uber-high level critters like devils and demons could kill low level characters if they wanted to, but the thing was that they had no reason to do so within the game system and world whatsoever. I once saw a devil taunting low level PCs ("playing with its food", as we termed it) because it had no conceivable prospect of getting either experience or any benefit for its own "side" in the planar wars by killing them. In 4E, you wuld be surprised at how resilient PCs can be to very much higher level encounters. It's more chancy, to be sure, but the PCs themselves are really quite tough. The thing about "monster type scaling" in 4E doesn't upset this, particularly - but the reason for it is somewhat different. A level 17 standard Hill Giant, a level 13 Elite Hill giant, a level 8 Solo Hill Giant and a level 25 Minion Hill Giant are all worth the same XP in an encounter, might represent the same Hill Giant* and are roughly as troublesome to kill and as damaging to a party of fixed level. The reasons for treating them differently is really not to do with making an easier or harder challenge - it is to do with making encounters fun and interesting. A party of Level 17 characters against a L17 Standard Hill giant will kill an individual giant easily enough, but there is a chance they will miss it, it will take a few (~3) good hits before it drops and it will have a fair chance of hitting them for good damage. The same party against a L25 Minion will kill it as soon as they hit it, but will be missing a lot. Meanwhile it will be hitting them reliably for fairly minor damage. The combination of them whiffing a lot and constantly getting hit will rapidly get tedious - but the average effect in terms of damage taken by PCs and time to kill the monster will be similar. Likewise, the same party against an Elite L13 Hill Giant will kill it in roughly the same number of turns and take roughly equivalent damage - but they will hit with almost every blow and it will miss them a lot (but do lots of damage, many times, when it hits). Again, not as fun a fight as the Standard. So the [I]recommendation[/I] is to use [U]roughly[/U] same-level enemies - not out of some sort of "fairness" fetish, but because battles will be more interesting that way. If you want to ignore that advice, you can. *: [SIZE=1]The question of having the same creature have a variable number of hit points (L25 minion and L17 standard as the same creature) was brought up above. This is simply a question of how one visualises hit points. They have always, as far as I'm concerned, been a "fuzzy" concept anyway, so adding in a "quantum" element of a sort of "uncertainty principle" to them seems non-problematic. You can either pin a monster down to be easier to hit - in which case it has more hit points - or you can pin it down to having fewer hit points - in which case it becomes more difficult to hit. That is the way the 4E world works and, since you can't actually [B][I]see[/I][/B] hit points as I envision the game world, it makes perfect sense that it could be so.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Simulation vs Game - Where should D&D 5e aim?
Top