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The Sandbox And The Grind
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<blockquote data-quote="ppaladin123" data-source="post: 4775896" data-attributes="member: 60923"><p>But the dragon could be surrounded by numerous servants (kobolds, dragonborn knights, cultists, etc.) She could also be found along with several children at various stages of development. Try getting between a mother dragon and her children!</p><p></p><p>Anyway, shouldn't players in a sandbox game run away from much more powerful beings? Nothing says that every encounter must be winnable. Encounters probably shouldn't be auto-TPKs but after a round or two the players might realize that retreat is the soundest tactical option. <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=":)" /> I've always hated worlds that scale perfectly along with the players as they level (this is different from the players traveling to new, more dangerous locations. I am thinking about what occurs in Elder Scrolls IV: Oblivion for example).</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 4775896, member: 60923"] But the dragon could be surrounded by numerous servants (kobolds, dragonborn knights, cultists, etc.) She could also be found along with several children at various stages of development. Try getting between a mother dragon and her children! Anyway, shouldn't players in a sandbox game run away from much more powerful beings? Nothing says that every encounter must be winnable. Encounters probably shouldn't be auto-TPKs but after a round or two the players might realize that retreat is the soundest tactical option. :) I've always hated worlds that scale perfectly along with the players as they level (this is different from the players traveling to new, more dangerous locations. I am thinking about what occurs in Elder Scrolls IV: Oblivion for example). [/QUOTE]
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