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General Tabletop Discussion
*Dungeons & Dragons
What is your campaign balance? Combat vs Social?
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<blockquote data-quote="5ekyu" data-source="post: 7540312" data-attributes="member: 6919838"><p>I reject your premise... "but a role play game should have balance."</p><p></p><p>If you are choosing to run a mega-fungeon crawl (sterrotype) you are running a style of game that does **not** need to balance and may be ideal at 70% combat, 25% explore and 5% social.</p><p></p><p>The balance between these three pillars (and others) is a style of game defining element and should very accordingly. </p><p></p><p>In a large numbers gsme, say 6+ players, I find it's got a LOT of table side pressure that leads to focus on group scenes over solo scenes (pushing back even duo scenes) so those tend to get more combat focus than social since those types skew the numbers gsme.)</p><p></p><p>At 3 players, I tend to go more social but at 5 players I tend more action.</p><p></p><p>Then you bring in players likes and dislikes, etc.</p><p></p><p>I expect my 5 player game starting next week to be more along the lines of 50% combat, 30% explore and 20% social after all those factors are involved... however... it's really comes down to the characters choices. </p><p></p><p>I tend to plan for two different pillars to have "solution" possible paths for the challenges. Often a third exists too but I dont make an effort to put three. Often the third pillar helps the other two.</p><p></p><p>So, it's up to the PCs to look for, find and choose the options they want. </p><p></p><p>That leaves the final "balance in their hands.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7540312, member: 6919838"] I reject your premise... "but a role play game should have balance." If you are choosing to run a mega-fungeon crawl (sterrotype) you are running a style of game that does **not** need to balance and may be ideal at 70% combat, 25% explore and 5% social. The balance between these three pillars (and others) is a style of game defining element and should very accordingly. In a large numbers gsme, say 6+ players, I find it's got a LOT of table side pressure that leads to focus on group scenes over solo scenes (pushing back even duo scenes) so those tend to get more combat focus than social since those types skew the numbers gsme.) At 3 players, I tend to go more social but at 5 players I tend more action. Then you bring in players likes and dislikes, etc. I expect my 5 player game starting next week to be more along the lines of 50% combat, 30% explore and 20% social after all those factors are involved... however... it's really comes down to the characters choices. I tend to plan for two different pillars to have "solution" possible paths for the challenges. Often a third exists too but I dont make an effort to put three. Often the third pillar helps the other two. So, it's up to the PCs to look for, find and choose the options they want. That leaves the final "balance in their hands. [/QUOTE]
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What is your campaign balance? Combat vs Social?
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