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Smaller or bigger dungeons?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3647596" data-attributes="member: 22882"><p>All of which is boring as hell, ineffective, and completely unnecessary if not for arbitrary and frustrating rules artifacts.</p><p></p><p>I've never seen an encounter, wandering monster or otherwise, that could use up the resources of a smart party - unless it was strong enough to kill one or more of them, of course, in which case it qualifies as interesting, anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. Time constraints can do so and are actually exciting, tense and in-genre.</p><p></p><p>If the party needs an item, it's far more interesting if they get it in a meaningful encounter - and if getting it isn't interesting, then why not just have them find it? Of course, the idea that the item is critical to success is rather offputting, as is the idea that they could potentially fail to acquire it if it IS critical. It smacks of PC RPGs like the Ultimas, where you could miss a single item or say the wrong thing to a single NPC and discover only hours later that you could no longer finish the game.</p><p></p><p>Is leveling so slow you really need to throw in easily mooked encounters just for the sake of giving out more XP?</p><p></p><p>I'll stick with enjoying more of my sessions, k'thanx, rather than clicking (or in this case rolling) Diablo-style through a host of mooks in the hopes of one day encountering something worth fighting, talking to or running from.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3647596, member: 22882"] All of which is boring as hell, ineffective, and completely unnecessary if not for arbitrary and frustrating rules artifacts. I've never seen an encounter, wandering monster or otherwise, that could use up the resources of a smart party - unless it was strong enough to kill one or more of them, of course, in which case it qualifies as interesting, anyway ;). Time constraints can do so and are actually exciting, tense and in-genre. If the party needs an item, it's far more interesting if they get it in a meaningful encounter - and if getting it isn't interesting, then why not just have them find it? Of course, the idea that the item is critical to success is rather offputting, as is the idea that they could potentially fail to acquire it if it IS critical. It smacks of PC RPGs like the Ultimas, where you could miss a single item or say the wrong thing to a single NPC and discover only hours later that you could no longer finish the game. Is leveling so slow you really need to throw in easily mooked encounters just for the sake of giving out more XP? I'll stick with enjoying more of my sessions, k'thanx, rather than clicking (or in this case rolling) Diablo-style through a host of mooks in the hopes of one day encountering something worth fighting, talking to or running from. [/QUOTE]
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