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SKR's problem with certain high level encounters
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<blockquote data-quote="conor" data-source="post: 333427" data-attributes="member: 4795"><p><strong>The role of combat in RPGs.</strong></p><p></p><p>I wanted to post this as a seporate entry because it is on a different subject, but one that was raised on this thread.</p><p></p><p>As far as I can view it, there are three types of combat in RPGs, space filler (random encounters), storyline advancement (the hated enemy at the end of the dungeon), and the "you screwed up and went the wrong way".</p><p></p><p>The first type space filler, is usually on the whole an easier fight for the party, after all you are not trying to kill them, just either soften them up, or fluff them for the eventual storyline combat. The second, storyline advancement should be at eactly the parties level, or just barely above it. Maybe they have to get an item that is particuarly useful in that combat, or strategize a bit more, but basically it is a fair fight. </p><p></p><p>The third is what I want to talk about. There are many times that you want the party to NOT fight something, to not go down a certain road. I did not quote the text, but there have been several posts (including the opriginal by Sean) that talks about what happens when fighting a monster that has abilities that negate all the special abilities of the party. Whether it be how the effigy negates the iconic characters abilities, or how an epic monster has */+6 DR without the party having a +6 weapon. </p><p></p><p>The party realizing that they can't hurt the creature, and having the cleric blow through all the healing in the first few rounds, they have to do something that most parties don't think of, RETREAT. Some encounters were just not made to be beaten. This either fprces the party to go down a different path avoiding the menace, or they have to make a quest to find that item that can help them out, that +6 sword, or whatever. Thus they make the roadblock encounter the end of a storyline set of encounters. </p><p></p><p>Sometimes the side adventure for the party to get passed your roadblock can be more fun the originally planned encounter.</p></blockquote><p></p>
[QUOTE="conor, post: 333427, member: 4795"] [b]The role of combat in RPGs.[/b] I wanted to post this as a seporate entry because it is on a different subject, but one that was raised on this thread. As far as I can view it, there are three types of combat in RPGs, space filler (random encounters), storyline advancement (the hated enemy at the end of the dungeon), and the "you screwed up and went the wrong way". The first type space filler, is usually on the whole an easier fight for the party, after all you are not trying to kill them, just either soften them up, or fluff them for the eventual storyline combat. The second, storyline advancement should be at eactly the parties level, or just barely above it. Maybe they have to get an item that is particuarly useful in that combat, or strategize a bit more, but basically it is a fair fight. The third is what I want to talk about. There are many times that you want the party to NOT fight something, to not go down a certain road. I did not quote the text, but there have been several posts (including the opriginal by Sean) that talks about what happens when fighting a monster that has abilities that negate all the special abilities of the party. Whether it be how the effigy negates the iconic characters abilities, or how an epic monster has */+6 DR without the party having a +6 weapon. The party realizing that they can't hurt the creature, and having the cleric blow through all the healing in the first few rounds, they have to do something that most parties don't think of, RETREAT. Some encounters were just not made to be beaten. This either fprces the party to go down a different path avoiding the menace, or they have to make a quest to find that item that can help them out, that +6 sword, or whatever. Thus they make the roadblock encounter the end of a storyline set of encounters. Sometimes the side adventure for the party to get passed your roadblock can be more fun the originally planned encounter. [/QUOTE]
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