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
What is *worldbuilding* for?
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="pemerton" data-source="post: 7420619" data-attributes="member: 42582"><p>I'm not sure who you are positing this as an ideal for - a designer? a game publisher? an individual table, or GM?</p><p></p><p>In 4e, without changing the resting rules, the passage of ingame time does have a "meaningful but not overwhelming impact on difficulty" - because of daily powers and healing surge replenishment. But the GM also has the capacity to shape challenge by using the encounter-building rules.</p><p></p><p>In Cortex+ Heroic, pacing is entirely in terms of "Action Scenes" (recovery is generally harder), "Transition Scenes" (recovery is generally easier) and "Acts" (the Doom Pool resets). But these don't correlate to ingame time periods. There is also the Doom Pool, which generates a similar "threat" dynamic to hp attrition in classic D&D, but isn't directly connected to <em>pacing</em> at all.</p><p></p><p>In HeroQuest revised, there are only scenes/encounters, and difficulty is a function of the PCs' run of successes. (The more they succeed, the higher the difficulty, with failures producing resets of the difficulty level.) So all pacing, "encounter building", escalation, etc is built into a single mechanic.</p><p></p><p>I'm not sure any of these is <em>the</em> ideal, nor any sort of departure from it. I see them as various approaches. </p><p></p><p>I think the issue of lingering consequences is different from the issue of <em>class mechanical balance on a per-encounter (short rest) or per-day (extended rest) basis</em>. For instance, Cortex+ Heroic and HeroQuest revised both have lingering consequences although they have no "per day" mechanic at all.</p><p></p><p>And in a 4e-like framework one could fairly easily make hit point recovery strictly per-encounter (of course that would require revisiting other aspects of class balance, given HS is currently part of that) without getting rid of lingering consequences (eg via conditions, curses, diseases, etc). I don't know the 4e-version of Gamma World very well, so I don't know whether it had any sort of lingering consequence mechanic.</p><p></p><p>I am not saying that "per encounter" balance is a sufficient condition of mechanical balance between classes. (How could it be?)</p><p></p><p>I'm saying that "per-encounter" balance is a necessary condition of a game allowing events to unfold in the way I describe, while also achieving mechanical balance across classes. Whereas "per day" balance is at odds with this, because in order to achieve that sort of balance across classes it requires the GM to treat the "future" of play as in some sense fixed or foretold (so as to generate the pressure and consequences that in turn will yield the balance).</p><p></p><p>Where did the word "failing", or any synonym, appear in the post of mine that you quoted? I identified a contrast that is, from my point of view, salient. Since when did identifying a salient contrast - which is not utterly at odds with a contrast you have been drawing for the past page or two - become a (purported) identification of a failing in a ruleset?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7420619, member: 42582"] I'm not sure who you are positing this as an ideal for - a designer? a game publisher? an individual table, or GM? In 4e, without changing the resting rules, the passage of ingame time does have a "meaningful but not overwhelming impact on difficulty" - because of daily powers and healing surge replenishment. But the GM also has the capacity to shape challenge by using the encounter-building rules. In Cortex+ Heroic, pacing is entirely in terms of "Action Scenes" (recovery is generally harder), "Transition Scenes" (recovery is generally easier) and "Acts" (the Doom Pool resets). But these don't correlate to ingame time periods. There is also the Doom Pool, which generates a similar "threat" dynamic to hp attrition in classic D&D, but isn't directly connected to [I]pacing[/I] at all. In HeroQuest revised, there are only scenes/encounters, and difficulty is a function of the PCs' run of successes. (The more they succeed, the higher the difficulty, with failures producing resets of the difficulty level.) So all pacing, "encounter building", escalation, etc is built into a single mechanic. I'm not sure any of these is [I]the[/I] ideal, nor any sort of departure from it. I see them as various approaches. I think the issue of lingering consequences is different from the issue of [I]class mechanical balance on a per-encounter (short rest) or per-day (extended rest) basis[/I]. For instance, Cortex+ Heroic and HeroQuest revised both have lingering consequences although they have no "per day" mechanic at all. And in a 4e-like framework one could fairly easily make hit point recovery strictly per-encounter (of course that would require revisiting other aspects of class balance, given HS is currently part of that) without getting rid of lingering consequences (eg via conditions, curses, diseases, etc). I don't know the 4e-version of Gamma World very well, so I don't know whether it had any sort of lingering consequence mechanic. I am not saying that "per encounter" balance is a sufficient condition of mechanical balance between classes. (How could it be?) I'm saying that "per-encounter" balance is a necessary condition of a game allowing events to unfold in the way I describe, while also achieving mechanical balance across classes. Whereas "per day" balance is at odds with this, because in order to achieve that sort of balance across classes it requires the GM to treat the "future" of play as in some sense fixed or foretold (so as to generate the pressure and consequences that in turn will yield the balance). Where did the word "failing", or any synonym, appear in the post of mine that you quoted? I identified a contrast that is, from my point of view, salient. Since when did identifying a salient contrast - which is not utterly at odds with a contrast you have been drawing for the past page or two - become a (purported) identification of a failing in a ruleset? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top