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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
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: 3804718" data-attributes="member: 42582"><p>Gizmo33, I have a sense that in <a href="http://www.enworld.org/showpost.php?p=3798801&postcount=1192" target="_blank">your reply at post #1192</a> you may have missed my point (perhaps my post obscured it).</p><p></p><p>What I was trying to say is this: if an encounter becomes win/lose <em>not</em> because the probabilities and die rolls make it such (ie it is not like a 10th lvl Fighter vs a Stone Giant), but rather because skilled tactical play is required to make the probabilities come out PC-friendly, then it is not very different from a resource attrition game, where a given encounter (#<em>N</em>) may not pose a very big risk to the party (eg 10th lvl PC vs kobolds) but if poorly handled can deplete resources which result in the party facing risks later on (encounter #<em>N</em>+1).</p><p></p><p>In particular, you said:</p><p></p><p></p><p>My point is that, if bad play never leads to a risk of death in the attrition game - ie if every encounter is one which, however poorly the players have managed their resources, they can succeed at - then the attrition game will also be mechanically meaningless. Assuming that non-mechanical thresholds of significance are put to one side for the moment, for the attrition game to be of interest there must be consequences to the players of consuming resources, and I don't see what else those consequences would be but the chance of losing (ie, in the last analysis, PCs dying in) an encounter.</p><p></p><p></p><p>But if that sense of vulnerability never actualises - if there are never encounters which are dangerous to take on in a resource-depleted state - then the tension will eventually evaporate. And if there are such encounters, then it turns out that poor play earlier on makes the PCs vulnerable to death.</p><p></p><p>So, as I said, it seems to me that the only crucial difference, in this respect, between per-encounter and pure per-day, is that per-encounter loads all this unfolding of the vulnerability, and the potentially fatal consequences for the PCs of poor choices by their players, into a single encounter rather than stretching it over multiple encounters. I don't see why this is generically a bad thing (it is of course a different thing - the skill of good play changes, from resource management to what I have been calling "tactical decision making" - but I see this as an issue more of taste than of quality).</p><p></p><p></p><p>Yes.</p><p></p><p></p><p>As I said, I think it's a different thing. I think it makes for a game that's plausibly enjoyable to a wide audience (eg I can envisage me an my fellow players enjoying it, and I have no reason to think we're terribly unrepresentative). I wouldn't expect it to appeal to all gamers. I expect that WoTC have done market research to try and gauge the tastes of RPGers.</p><p></p><p></p><p>I'm not entirely sure if your first and second examples point in the same direction. You seem to be saying both that operational play allows for mitigation of mistakes, and that per-encounter is more tolerant of mistakes. I don't understand what you mean - these claims seem to me to be in tension.</p><p></p><p>Turning to the particular issue of healing, it seems to me that in the per-encounter game a 10 hitpoint mistake might well be fatal if healing can't be brought to bear, whereas (as you note in your first example) in an operational game minor cures can handle it easily.</p><p></p><p>As far as healing goes, I suspect that the designers will find ways to compensate for the phenomenon you note in your first example eg via abilities which let a Cleric simultaneously attack and rally (ie heal). These options will be different. I'm not enough of a designer to say that they will obviously be adequate. But nor am I inclined to believe that they will obviously be inferior to the possibilities that operational play allows for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3804718, member: 42582"] Gizmo33, I have a sense that in [url=http://www.enworld.org/showpost.php?p=3798801&postcount=1192]your reply at post #1192[/url] you may have missed my point (perhaps my post obscured it). What I was trying to say is this: if an encounter becomes win/lose [i]not[/i] because the probabilities and die rolls make it such (ie it is not like a 10th lvl Fighter vs a Stone Giant), but rather because skilled tactical play is required to make the probabilities come out PC-friendly, then it is not very different from a resource attrition game, where a given encounter (#[i]N[/i]) may not pose a very big risk to the party (eg 10th lvl PC vs kobolds) but if poorly handled can deplete resources which result in the party facing risks later on (encounter #[i]N[/i]+1). In particular, you said: My point is that, if bad play never leads to a risk of death in the attrition game - ie if every encounter is one which, however poorly the players have managed their resources, they can succeed at - then the attrition game will also be mechanically meaningless. Assuming that non-mechanical thresholds of significance are put to one side for the moment, for the attrition game to be of interest there must be consequences to the players of consuming resources, and I don't see what else those consequences would be but the chance of losing (ie, in the last analysis, PCs dying in) an encounter. But if that sense of vulnerability never actualises - if there are never encounters which are dangerous to take on in a resource-depleted state - then the tension will eventually evaporate. And if there are such encounters, then it turns out that poor play earlier on makes the PCs vulnerable to death. So, as I said, it seems to me that the only crucial difference, in this respect, between per-encounter and pure per-day, is that per-encounter loads all this unfolding of the vulnerability, and the potentially fatal consequences for the PCs of poor choices by their players, into a single encounter rather than stretching it over multiple encounters. I don't see why this is generically a bad thing (it is of course a different thing - the skill of good play changes, from resource management to what I have been calling "tactical decision making" - but I see this as an issue more of taste than of quality). Yes. As I said, I think it's a different thing. I think it makes for a game that's plausibly enjoyable to a wide audience (eg I can envisage me an my fellow players enjoying it, and I have no reason to think we're terribly unrepresentative). I wouldn't expect it to appeal to all gamers. I expect that WoTC have done market research to try and gauge the tastes of RPGers. I'm not entirely sure if your first and second examples point in the same direction. You seem to be saying both that operational play allows for mitigation of mistakes, and that per-encounter is more tolerant of mistakes. I don't understand what you mean - these claims seem to me to be in tension. Turning to the particular issue of healing, it seems to me that in the per-encounter game a 10 hitpoint mistake might well be fatal if healing can't be brought to bear, whereas (as you note in your first example) in an operational game minor cures can handle it easily. As far as healing goes, I suspect that the designers will find ways to compensate for the phenomenon you note in your first example eg via abilities which let a Cleric simultaneously attack and rally (ie heal). These options will be different. I'm not enough of a designer to say that they will obviously be adequate. But nor am I inclined to believe that they will obviously be inferior to the possibilities that operational play allows for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
Top