Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Sandbox And The Grind
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 4775834" data-attributes="member: 12731"><p>Possible suggestions (I'm shooting from the hip here, so consider these half-baked at best):</p><p></p><p>*** Redefining "a high-level encounter" as "an encounter with foes in dangerous numbers". The other way to increase the encounter level (besides having a higher-levelled foe) is having more foes. </p><p></p><p>If your map tells you the area is controlled by Orcs, this might work well - the sheer number of foes makes a head-on assault fool-hardy (just what a good sandbox game should do). However, if the map indicates a Dragon, this is less satisfying - you can't very well add more Dragons, that'd be silly.</p><p></p><p>*** Dynamically retooling monster damage output. (Yes, I know I'm sounding like a World of Warcraft engineer now). Have a Dragon on the sandbox map? Okay, so you always pitch a level-appropriate Dragon at the adventurers. BUT, you scale its damage output to match its real level. If the Dragon is supposed to be a few levels higher than the party, you perhaps increase its Damage by 50%. If the Dragon is eight levels higher, you perhaps increase its damage by 250%. I don't know what numbers work best (and probably this number needs to increase as the party level increases!); but enough that just a few rounds of combat gets the message across: time to flee or become shish kebab. Only if the adventurers meet it when they are of an appropriate level for the area will it retain its stats as given by Monstrous Manual. (I guess there's no reason to modify it further if the party is over-levelled for the area)</p><p></p><p>This has the potential to be a real universal solution. Of course, it also has the potential to be a real PITA, adding a bucketload of math to an already math-intensive game. It might also break immersion, in that the Orcs deal less and less damage as <em>you</em> go up in level.</p><p></p><p>--------------------------------------------------</p><p></p><p>Okay so that was just two possible solutions that might not even work. Bringing them up mostly to exemplify what I believe is the problem. Your take on this would be highly appreciated! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Remember, our goal isn't to generate a hard but ultimately fair and winnable encounter. Sandboxing means shedding that DMG mindset! Our goal here is to generate grind-less encounters that are out of the adventurer's reach - without resorting to what many 4E defendants always propose here, namely not staging the fight at all. The purpose of a sandbox game, remember, is in some ways related to simulationism, and this is a core concept which is non-negotiable. The point is that by having to flee (or having to roll up new characters <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />) you learn more about the sandbox environment and that not all warnings are to be ignored.</p><p></p><p>The reason for my point also relates to this: can you stage a fight which the characters could have won - but didn't - without this being a massive grind (as it does have to burn through all the defenses, surges, and powers of the adventuring party)...? In other words, we're back to my original question - perhaps 4E isn't suitable for the sandbox game?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4775834, member: 12731"] Possible suggestions (I'm shooting from the hip here, so consider these half-baked at best): *** Redefining "a high-level encounter" as "an encounter with foes in dangerous numbers". The other way to increase the encounter level (besides having a higher-levelled foe) is having more foes. If your map tells you the area is controlled by Orcs, this might work well - the sheer number of foes makes a head-on assault fool-hardy (just what a good sandbox game should do). However, if the map indicates a Dragon, this is less satisfying - you can't very well add more Dragons, that'd be silly. *** Dynamically retooling monster damage output. (Yes, I know I'm sounding like a World of Warcraft engineer now). Have a Dragon on the sandbox map? Okay, so you always pitch a level-appropriate Dragon at the adventurers. BUT, you scale its damage output to match its real level. If the Dragon is supposed to be a few levels higher than the party, you perhaps increase its Damage by 50%. If the Dragon is eight levels higher, you perhaps increase its damage by 250%. I don't know what numbers work best (and probably this number needs to increase as the party level increases!); but enough that just a few rounds of combat gets the message across: time to flee or become shish kebab. Only if the adventurers meet it when they are of an appropriate level for the area will it retain its stats as given by Monstrous Manual. (I guess there's no reason to modify it further if the party is over-levelled for the area) This has the potential to be a real universal solution. Of course, it also has the potential to be a real PITA, adding a bucketload of math to an already math-intensive game. It might also break immersion, in that the Orcs deal less and less damage as [I]you[/I] go up in level. -------------------------------------------------- Okay so that was just two possible solutions that might not even work. Bringing them up mostly to exemplify what I believe is the problem. Your take on this would be highly appreciated! :) Remember, our goal isn't to generate a hard but ultimately fair and winnable encounter. Sandboxing means shedding that DMG mindset! Our goal here is to generate grind-less encounters that are out of the adventurer's reach - without resorting to what many 4E defendants always propose here, namely not staging the fight at all. The purpose of a sandbox game, remember, is in some ways related to simulationism, and this is a core concept which is non-negotiable. The point is that by having to flee (or having to roll up new characters :devil:) you learn more about the sandbox environment and that not all warnings are to be ignored. The reason for my point also relates to this: can you stage a fight which the characters could have won - but didn't - without this being a massive grind (as it does have to burn through all the defenses, surges, and powers of the adventuring party)...? In other words, we're back to my original question - perhaps 4E isn't suitable for the sandbox game? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Sandbox And The Grind
Top