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General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Some musing about 4E, the WLD and encounter design.
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<blockquote data-quote="Warmduscher" data-source="post: 4405396" data-attributes="member: 31306"><p>Good points there with the scale problem. It's clear that thinking about the actual encounters when the players decide to attack is still something the GM needs to do, but assigning number to organisations allows the players to be more creative themselves how to approach bigger-scale problems propably trying to divide their opposition up into a smaller scale when outmatched, while allowing the GM to be flexible with the reactions of their opponents.</p><p></p><p></p><p>The stats for an organisation would be so far then:</p><p></p><p>Total exp: Representing the number and strength of the available combatants as well as other measures (traps or similar) they can take. Ranging from only a few 1000 for small tribes up to multiple 100,000 for big nations or exceptionally powerful organisations (like a demon army or something).</p><p></p><p>Scale: Represents how far the organisation is spread out. Total exp divided by scale is the usual measure for a single encounter against this organisation. Ranges between 1(single creature or small band) and 100 (vast empire).</p><p></p><p>How about mobility as another stat? That would model how much the organisation is able to shift their available exp around to better react to threats. Say the 50k exp scale 5 city state is under attack by a 20k force. The city state usually can only bring 10k at once against an opponent but with a mobility of 50% it can take measures to amass up to a 30k force by concentrating their assets in a single big and 4 halved forces.</p><p></p><p>Also good points about offscreen activity as well. For that we propably need some stats how fast a damaged organisation can recover, propably with a resources stat. That would be one of the things the players could influence directly by adventuring.</p></blockquote><p></p>
[QUOTE="Warmduscher, post: 4405396, member: 31306"] Good points there with the scale problem. It's clear that thinking about the actual encounters when the players decide to attack is still something the GM needs to do, but assigning number to organisations allows the players to be more creative themselves how to approach bigger-scale problems propably trying to divide their opposition up into a smaller scale when outmatched, while allowing the GM to be flexible with the reactions of their opponents. The stats for an organisation would be so far then: Total exp: Representing the number and strength of the available combatants as well as other measures (traps or similar) they can take. Ranging from only a few 1000 for small tribes up to multiple 100,000 for big nations or exceptionally powerful organisations (like a demon army or something). Scale: Represents how far the organisation is spread out. Total exp divided by scale is the usual measure for a single encounter against this organisation. Ranges between 1(single creature or small band) and 100 (vast empire). How about mobility as another stat? That would model how much the organisation is able to shift their available exp around to better react to threats. Say the 50k exp scale 5 city state is under attack by a 20k force. The city state usually can only bring 10k at once against an opponent but with a mobility of 50% it can take measures to amass up to a 30k force by concentrating their assets in a single big and 4 halved forces. Also good points about offscreen activity as well. For that we propably need some stats how fast a damaged organisation can recover, propably with a resources stat. That would be one of the things the players could influence directly by adventuring. [/QUOTE]
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General Tabletop Discussion
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D&D Older Editions
Some musing about 4E, the WLD and encounter design.
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