Whizbang Dustyboots
Gnometown Hero
No one tell Michael Bay.Yeah, a movie that was just a single 2 1/2 hour combat might not do too well.![]()
No one tell Michael Bay.Yeah, a movie that was just a single 2 1/2 hour combat might not do too well.![]()
The one hour game is really a stress test. A good GM can cram more into a session than an average GM. If a good GM can make a one hour game work, then the average, tired, adult, weekday night GM can run a satisfying session in the two-and-a-half hours they have to run.
Roleplay isn't limited. The beauty of minimal mechanics means you get more roleplay time without giving up progressing with in-game activity rather than less. Old school D&D was all about the silly.
Out of character banter and just fooling around will add time to any session,that isn't system specific.
[MENTION=70707]dkyle[/MENTION], note that I did not say that such a system would be perfect in every way, and have no mathematical issues. I was answering your objection that such a system is functionally useless. It's not useless, but it does require a hefty dose of DM judgment. The cruise control in my car is still useful, even if it doesn't work well on steep hills, much less function as "auto pilot".![]()
Well, I cannot say that I'm a follower or fan of DBZ. What little I know of it didn't attract me as a viewer. Do you think that 5E should, or some version of D&D does, emulate DBZ well?
It might be that "core" means something different to some folks. This is a new game, so they aren't taking anything out of its core though they might not be putting everything into it that some might feel should be core. I think the plan is to make sure the options are there so that if someone feels something should be added that wasn't, they can add it themselves. However, maybe I am not understanding your post? Do you think that if something is available as an option that you could add to the core that would be worse than if others found it a struggle to try and remove the portion(s) you thought should be core?
dkyle said:You're post suggested that my issue with Adventure XP pools was grounded entirely (or at least almost entirely) in 4E. I don't think it is. The same issue comes up with wave-based encounters in 4E, and in every past edition of D&D. It would be folly for them to ignore it.
If we assume a simple system where there's a set Adventure XP pool, and monsters have a set XP, and that's it (which is what I think Mike was going for), ignore unquantifiable things like ambush setups and terrain advantage, and assume the game looks anything like any edition of D&D, I don't see how 10 100XP encounters could be anywhere close to similarly as challenging (or resource consumptive) as 1 1000XP encounter. Facing 10 times as many monsters all at once is just inherently massively more difficult than facing them one at a time. It's not due to Encounter powers. A 4E "Encounter" could be built as 10 waves of 100XP, and it would still be trivial compared to the 1000XP all at once Encounter. DMG2 advises as such, that a Wave-structured encounter should have more total XP to be challenging.
I feel like this is self-evident, but I'll give an example. Suppose we expect that the party can kill one monster per round (and assume a simple per-side initiative). Assume 10 identical monsters, each dealing D damage per round.
In the 10 separate monsters case, we can expect 5*D damage dealt to the party. Half those encounters, the party goes first, and kills the monster without taking damage. Other half, the monster gets in 1*D of damage.
In the one big combat case, we can expect 9.5*D the first round (50% chance of killing one monster first, so .5*D, rest get in 9*D), 8.5*D the second, and so on. This comes out to 44.5*D damage. Almost 9 times as much expected damage as the 10 encounters case. Or 90 times more than a one lone-monster encounter.
Now, obviously, this is an idealized scenario. There might be AoEs available to kill more at once, and party damage absorption isn't the only resource that might be drained. But it illustrates the issue. Dealing with 10 monsters at once simply isn't as resource intensive as dealing with them individually, unless the game deviates radically from traditional D&D (i.e., all PC attacks being AoE, covering all enemies at all times, and/or all PC attacks being a finite resource, while healing is infinite).
This isn't a 4E issue. Take any edition of D&D, and the players would be fools to attack 10 monsters at once, instead of picking them off one at a time.
I just don't see how you could even fit character creation, talking to the quest NPCs, exploration to the adventure site, exploration of the adventure site, a few little battles, and a boss battle all in an hour.