Raven Crowking
First Post
The game includes divination spells.
When in doubt, use them.
RC
When in doubt, use them.
RC
You do have to have characters hearty enough for this technique to have any ground (you do have it in 4e but I am not so sure about AD&D). Basically we are talking using combat at which they are failing ... as another form of communicating to the players their characters are outclassed too quick of permanent defeat is not useful.Only 3e, with its very steep level curve, makes this difficult -- in 1e, 2e, or (from what I understand) 4e, this shouldn't be a problem.
Are you saying you are in fact one of those devious DMs that like fooling and pulling "gotchas" on the players?Yeah, thats pretty much my point about reading the DM's mind (or knowing their style, if you prefer). In your game, good play is deciphering the engravings and following the clues, in my game, good play is ignoring the engravings and using other information gathering methods. A player going from my table to yours or vice versa will result in what was previously good play becoming poor play.
Information gathering is an absolute player skill in every RPG I can think of.In short, "good play" or "poor play" aren't absolute player skills except where the players have full control over their situation. There are certainly aspects that carry over from one table to another, but I don't think its a simple player skill issue.
You do have to have characters hearty enough for this technique to have any ground (you do have it in 4e but I am not so sure about AD&D). Basically we are talking using combat at which they are failing ... as another form of communicating to the players their characters are outclassed too quick of permanent defeat is not useful.
The game includes divination spells.
When in doubt, use them.
RC
Information gathering is an absolute player skill in every RPG I can think of.
Are you saying you are in fact one of those devious DMs that like fooling and pulling "gotchas" on the players?![]()
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My guiding principle is that while I will sometimes try to "tempt" players into making "unbalanced" or sub-optimal choices, I "reward" appropriate caution represented by reasonable information gathering given the circumstances, which is what I consider sound refereeing. I don't consider sound refereeing making sure that every potential combat encounter is "winnable" through conventional (combat) methods.
Information gathering is an absolute player skill in every RPG I can think of.
I think you have implied that the answer is that the DM must unfairly have imposed upon the players. Are you not appealing to the specter of such hypothetical encounters as evidence for the necessity of ad hoc "encounter balancing" by the DM?Remathilis said:Here's a different question. Why has the game reached a point the PCs are negotiating with an ancient wyrm far above their power level to avoid incineration?
Except that it would not be a case of impossibility! What the players should know, if it is the case, is that an open fight (as opposed perhaps to a carefully prepared ambush) is likely to go against them. If they don't know that -- which it is part of play to learn -- then they should know that they don't know. If they choose to gamble that the best defense is a good case of willful ignorance, then they are due whatever the dice decree. That could be a surprise victory for them.Fifth Element said:The players are supposed to know they can't defeat the thing in combat, which to me is just as bad as making combat the only possible result of any encounter.
That is not in fact the logical dichotomy; that some ways are instant death does not mean that there are not a variety of viable approaches! In any case, advantage is -- in the nature of a game -- most customarily something for players to pursue, not to take for granted. The foundation that makes strategy possible is the fact that some ways are more advantageous than others.That's one serious advantage of balanced encounters - the PCs can approach them in a variety of ways, rather than having some ways be instant death.
Although my acquaintance with the game is fleeting, IIRC that is not precisely true -- as it would be in the case of, e.g., Snakes (or Chutes) and Ladders. Also, one might observe that chance plays a profound role especially in survival of a character to 2nd level. However, the point is well taken that AD&D was designed to put a premium on managing that chance factor by avoiding it as much as possible. That's a radically different aim than the dependence upon prescribed default probabilities that figures so prominently in, for instance, 4e.billd91 said:Candyland is a game with absolutely no challenge. No player decision, other than playing in the first place, matters a whit to how the game is resolved. It's pure chance.