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General Tabletop Discussion
*Dungeons & Dragons
Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="iserith" data-source="post: 6835293" data-attributes="member: 97077"><p>That's cool.</p><p></p><p></p><p></p><p>Anything left undone tends to have bad consequences for the world or for the PCs.</p><p></p><p></p><p></p><p>I expect them to mitigate risk as best they can while making it fun for everyone and helping to create an exciting, memorable story. But everything's a trade-off. If you don't stop Lord Badguy's plans, then something bad happens that makes life harder. If you let a rival adventuring group stop Lord Badguy, then they get his gear and are more powerful - they may strike first to eliminate their competition. If the players think they can live with the consequence (which they sometimes decide they can or even think it'd be more interesting), then the trade-off is worth it. Sometimes because time is running short, they have to make the hard choice. Making time an important resource makes for a more exciting game in my view and generally means the guidelines as written work better. (They still aren't perfect, but that's okay.)</p><p></p><p>In the last adventure I wrote, the villain, Dick Barrage, had particular devious things happen at two particular times. The PCs basically had 36 hours to figure out who the villain was, what his exact plans were, where to find him, and do this while the city (Sharn) was in the throes of a huge celebration that made getting around more time-consuming. So one of the cool trade-offs in this game was how much money they were willing to spend to hire NPC guides or sky coaches (think flying cabs) so that getting from Point A to Point B in the city took less time.</p></blockquote><p></p>
[QUOTE="iserith, post: 6835293, member: 97077"] That's cool. Anything left undone tends to have bad consequences for the world or for the PCs. I expect them to mitigate risk as best they can while making it fun for everyone and helping to create an exciting, memorable story. But everything's a trade-off. If you don't stop Lord Badguy's plans, then something bad happens that makes life harder. If you let a rival adventuring group stop Lord Badguy, then they get his gear and are more powerful - they may strike first to eliminate their competition. If the players think they can live with the consequence (which they sometimes decide they can or even think it'd be more interesting), then the trade-off is worth it. Sometimes because time is running short, they have to make the hard choice. Making time an important resource makes for a more exciting game in my view and generally means the guidelines as written work better. (They still aren't perfect, but that's okay.) In the last adventure I wrote, the villain, Dick Barrage, had particular devious things happen at two particular times. The PCs basically had 36 hours to figure out who the villain was, what his exact plans were, where to find him, and do this while the city (Sharn) was in the throes of a huge celebration that made getting around more time-consuming. So one of the cool trade-offs in this game was how much money they were willing to spend to hire NPC guides or sky coaches (think flying cabs) so that getting from Point A to Point B in the city took less time. [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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