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General Tabletop Discussion
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What official material is considered problematic to the point where it is not balanced and presents a problem?
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<blockquote data-quote="CapnZapp" data-source="post: 6932585" data-attributes="member: 12731"><p>Especially since their "deadly" means "not completely pushover"... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>The fundamental thing they should have done was to assume "too few" encounters rather than the current 6-8, which is definitely uncommon in many campaigns and definitely "too many" generally.</p><p></p><p>By this I mean it would have been so much more useful if they assumed 3-4 encounters; made "deadly" commensurate with that, and then said "if you have many more encounters than that, be sure to halve the difficulty of each". </p><p></p><p><strong>Because that is exactly what they do anyway!</strong> It's just that not all of us appreciate a string of 8 individually meh encounters. </p><p></p><p>Some (most?) of us want there to be some excitement, danger and challenge <strong>in the encounter itself</strong>. Some (most?) of us want more than merely the excitement, danger and challenge that comes from having to face that eighth encounter "low on gas". </p><p></p><p><strong>Especially</strong> since the game is set up to make it <strong>trivial</strong> to "refuel" (long rest) well before such an individually meh encounter becomes exciting, dangerous and challenging due to "low on gas".</p><p></p><p><strong>The entire foundation of the encounter model is broken.</strong></p><p></p><p>With the guidelines assuming 3 encounters, the "deadly" rating would actually live up to its name, and resting "before schedule" wouldn't have become such a powerful (I'd say disruptive) strategy.</p><p></p><p>No longer do I need to make up story-based reason after story-based reason for why you need to press on and shouldn't rest, merely to satisfy an impractical and unrealistic design assumption! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /></p><p></p><p>Instead, coming up with time constraints would be <strong>optional</strong>, and would be coupled with (the fairly obvious advice): "if you double the number of encounters, consider halving the difficulty of each one".</p><p></p><p>It irritates me to no end that the designers never seem to have to face this subject. Are they even aware how big of a problem this is for some of us? Have they ever adressed the way they built in ridiculous amounts of time-pressure to make their game even work?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6932585, member: 12731"] Especially since their "deadly" means "not completely pushover"... :p The fundamental thing they should have done was to assume "too few" encounters rather than the current 6-8, which is definitely uncommon in many campaigns and definitely "too many" generally. By this I mean it would have been so much more useful if they assumed 3-4 encounters; made "deadly" commensurate with that, and then said "if you have many more encounters than that, be sure to halve the difficulty of each". [B]Because that is exactly what they do anyway![/B] It's just that not all of us appreciate a string of 8 individually meh encounters. Some (most?) of us want there to be some excitement, danger and challenge [B]in the encounter itself[/B]. Some (most?) of us want more than merely the excitement, danger and challenge that comes from having to face that eighth encounter "low on gas". [B]Especially[/B] since the game is set up to make it [B]trivial[/B] to "refuel" (long rest) well before such an individually meh encounter becomes exciting, dangerous and challenging due to "low on gas". [B]The entire foundation of the encounter model is broken.[/B] With the guidelines assuming 3 encounters, the "deadly" rating would actually live up to its name, and resting "before schedule" wouldn't have become such a powerful (I'd say disruptive) strategy. No longer do I need to make up story-based reason after story-based reason for why you need to press on and shouldn't rest, merely to satisfy an impractical and unrealistic design assumption! :mad::mad::mad: Instead, coming up with time constraints would be [B]optional[/B], and would be coupled with (the fairly obvious advice): "if you double the number of encounters, consider halving the difficulty of each one". It irritates me to no end that the designers never seem to have to face this subject. Are they even aware how big of a problem this is for some of us? Have they ever adressed the way they built in ridiculous amounts of time-pressure to make their game even work? [/QUOTE]
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What official material is considered problematic to the point where it is not balanced and presents a problem?
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