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<blockquote data-quote="Jackelope King" data-source="post: 3765125" data-attributes="member: 31454"><p>So you agree with me when I argue that there's more to an encounter than a binary "attrition?yes/no" setup, that the context of the encounter matters?</p><p></p><p></p><p>What about, as I described, fireballing the enemy when they're clustered together or spread apart?</p><p></p><p></p><p></p><p>How about this then:</p><p></p><p>An average encounter has a EL = the PCs' level. Simple definition.</p><p></p><p>The current system assumes 4 average encounters in one day.</p><p></p><p>If I send 5 average encounters against the PCs, this is considered to be tough.</p><p></p><p>If I send 4 challenging encounters (meaning, encounters where the EL > the PCs' level), this is considered to be tough. The game no longer supports 4 challenging encounters as well as it does 4 average encounters. The risk of TPK increases exponentially with each subsequent encounter, to the point where it's no longer to my tastes.</p><p></p><p>Why does it have to be this way? Why isn't it possible for the system to equally support a model that allows PCs to have a wide spectrum of challenges at different levels of difficulty numerous times each day? Why does adding one tough challenge mean that I must now have one fewer average challenges? Why doesn't the system support the possibility of multiple fights which leave the PCs drained of options and weakened at the end (moreso than they would in an average encounter)? Why does it arbitrarily limit how much the PCs can be challenged in a day to what the designers feel is appropriate?</p><p></p><p></p><p>Where have I suggested removing random number generation?</p><p></p><p></p><p>You must have missed the part where I discussed the world reacting realistically to the PCs, and the players being forced to respond.</p><p></p><p></p><p>So following your logic, so long as you're one day removed from any given encounter, then none of them were long and brutal, because the PCs current operating state is *indistinguishable* one day after the so-called "long and brutal mission" from that of a cakewalk.</p><p></p><p>Because guess what? Up until that very last round of long and brutal combat, under either encounter-based or daily-based, the PCs are going to be battered and bleeding just the same, with their options dwindling. The only difference is how long it takes before they're capable of moving on to the next part of the game. Under an encounter-based system, it takes less time, and a less-defined unit of time as well.</p><p></p><p></p><p>Bah! No crunchy bits are immune to canibalization! Long live the OGL! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3765125, member: 31454"] So you agree with me when I argue that there's more to an encounter than a binary "attrition?yes/no" setup, that the context of the encounter matters? What about, as I described, fireballing the enemy when they're clustered together or spread apart? How about this then: An average encounter has a EL = the PCs' level. Simple definition. The current system assumes 4 average encounters in one day. If I send 5 average encounters against the PCs, this is considered to be tough. If I send 4 challenging encounters (meaning, encounters where the EL > the PCs' level), this is considered to be tough. The game no longer supports 4 challenging encounters as well as it does 4 average encounters. The risk of TPK increases exponentially with each subsequent encounter, to the point where it's no longer to my tastes. Why does it have to be this way? Why isn't it possible for the system to equally support a model that allows PCs to have a wide spectrum of challenges at different levels of difficulty numerous times each day? Why does adding one tough challenge mean that I must now have one fewer average challenges? Why doesn't the system support the possibility of multiple fights which leave the PCs drained of options and weakened at the end (moreso than they would in an average encounter)? Why does it arbitrarily limit how much the PCs can be challenged in a day to what the designers feel is appropriate? Where have I suggested removing random number generation? You must have missed the part where I discussed the world reacting realistically to the PCs, and the players being forced to respond. So following your logic, so long as you're one day removed from any given encounter, then none of them were long and brutal, because the PCs current operating state is *indistinguishable* one day after the so-called "long and brutal mission" from that of a cakewalk. Because guess what? Up until that very last round of long and brutal combat, under either encounter-based or daily-based, the PCs are going to be battered and bleeding just the same, with their options dwindling. The only difference is how long it takes before they're capable of moving on to the next part of the game. Under an encounter-based system, it takes less time, and a less-defined unit of time as well. Bah! No crunchy bits are immune to canibalization! Long live the OGL! ;) [/QUOTE]
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