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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8385778" data-attributes="member: 6801228"><p>No, I meant if the party makes a ton of noise, I generally handle that immediately, not later on down the line.</p><p></p><p></p><p></p><p>I think that there just isn't enough design effort put into the higher end. They just expect DMs to handle it, which on one hand makes sense (party power diverges wildly the more levels you go up) but on the other just makes it less attractive for people to run, because there is less support.</p><p></p><p></p><p></p><p>Not much of jack. It is actually one of the reasons I try and avoid putting commoners in a situation where they might actually get attacked by a monster, becuase they are made of wet-tissue paper and if the players are supposed to be protecting them, it is almost unfair to put them on the battlefield. </p><p></p><p>Have had DMs do this, where we were supposed to protect the townspeople, but due to where we were placed on the map and initiative we failed pretty much on turn 1 because we simply couldn't get there in time to do anything effective. It leaves a sour taste in your mouth to be set-up for failure like that. </p><p></p><p>It is also why I allow PCs to take hits for non-combatants if they are nearby. Throwing yourself bodily in harms way is a good trope, and I always want the option to protect an important NPC.</p><p></p><p></p><p></p><p>eh, I think there is a difference between power creep and growth. I like the idea that by 3rd level your character feels like they are fulfilling their role in the story, instead of having to wait for 6th or 7th to feel like you are finally who you've been wanting to be all game.</p><p></p><p></p><p></p><p>I suspect "least-bad" was their determination. Doesn't mean I'm not open to different ideas. For example "Navigation" gives a lot of the same feel, but avoids some of the associations with newness and knowledge that I think cloud the issue.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8385778, member: 6801228"] No, I meant if the party makes a ton of noise, I generally handle that immediately, not later on down the line. I think that there just isn't enough design effort put into the higher end. They just expect DMs to handle it, which on one hand makes sense (party power diverges wildly the more levels you go up) but on the other just makes it less attractive for people to run, because there is less support. Not much of jack. It is actually one of the reasons I try and avoid putting commoners in a situation where they might actually get attacked by a monster, becuase they are made of wet-tissue paper and if the players are supposed to be protecting them, it is almost unfair to put them on the battlefield. Have had DMs do this, where we were supposed to protect the townspeople, but due to where we were placed on the map and initiative we failed pretty much on turn 1 because we simply couldn't get there in time to do anything effective. It leaves a sour taste in your mouth to be set-up for failure like that. It is also why I allow PCs to take hits for non-combatants if they are nearby. Throwing yourself bodily in harms way is a good trope, and I always want the option to protect an important NPC. eh, I think there is a difference between power creep and growth. I like the idea that by 3rd level your character feels like they are fulfilling their role in the story, instead of having to wait for 6th or 7th to feel like you are finally who you've been wanting to be all game. I suspect "least-bad" was their determination. Doesn't mean I'm not open to different ideas. For example "Navigation" gives a lot of the same feel, but avoids some of the associations with newness and knowledge that I think cloud the issue. [/QUOTE]
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