Re: Fun, Fun!
I agree, Khur. While I appreciate and understand Sean, Monte and Ryan's various points of view, they're game designers/business people who are interested in seeing a cohesive system for 3rd edition. As a player, I'm perfectly willing to take a system that works awesome 80% (or more) and work around the remaining 20%....as long as the game is entertaining, neither myself or my players have a problem with it. The others are approaching this from a more functional point of view.
Khur said:Just some quick comments on my methods of gaming in relation to this topic:
I don't need a system for everything. I think I read Clark Peterson somewhere saying that that was a problem with 3E, or something he liked better about 2E. I'm not necessarily in that boat, because I'm generally impressed with the amount and quality of work that obviously went into 3E. What is strange to me is how abstract some things can be (like attacks of opportunity or lack of facing in combat – that is, you have to have an ally on the opposite side threatening an opponent to get a flanking bonus), while other things are much more concrete (grappling or trip attacks).
I use CRs as guides, and they work mostly. Then again, I've seen a 10th-level character at ful hit points go down in one blow from a lone CR 12 creature.
My opinion of high-level play is mixed. I like epic scale, but it's darned hard to keep everything balanced and under control, especially with so many options available.
A major factor in my mind is keeping the players challenged without making it the same old stuff. What I mean is, if characters constantly face challenges that are only suited to their levels, it gets boring really quickly. "We're 25th-level and no matter what we face, it still takes us five rounds to kill it." This is bad. Powerful PCs should be given the chance to feel utterly legendary, not consistently face monsters that should have taken over the world long ago given their power levels and despite the Mordenkainens of the universe.
I just created an adventure for 10th-level heroes that uses 2nd-level opponents as the majority of the challenges. The PCs can't use some of their more devastating attacks (fireball) due to space restrictions and close combat. The mobs of 2nd-level guys were easy to defeat, but slowly pecked away at the PC's resources. Still, the players had a blast mopping up the floor with these villains and feeling like real champs. Of course, the villainous leaders weren't so easy. It's good and fun design if every encounter isn't tough, but challenges the heroes in differing ways and makes them feel as powerful as they are sometimes.
As an aside, referring to Mr. Dancey's comments earlier, I fudge results behind the screen at various times during the game both for and against the PCs, but only if it makes the game more dramatic and more fun. I think if one asked around, one would find that most "good" DMs do this, crafting a scenario that their players enjoy more because there's thought behind everything on the part of the adjudicator.
This game is about fun. That’s the most important thing. Are you having fun?
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I agree, Khur. While I appreciate and understand Sean, Monte and Ryan's various points of view, they're game designers/business people who are interested in seeing a cohesive system for 3rd edition. As a player, I'm perfectly willing to take a system that works awesome 80% (or more) and work around the remaining 20%....as long as the game is entertaining, neither myself or my players have a problem with it. The others are approaching this from a more functional point of view.