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Will there be such a game as D&D Next?
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<blockquote data-quote="DEFCON 1" data-source="post: 6089352" data-attributes="member: 7006"><p>Looks to me that we ARE talking about two separate things in terms of using the word "pacing" in this case.</p><p></p><p>Here's what Obryn said that I was referring to:</p><p></p><p></p><p></p><p>Pretty much talking about nothing BUT how will people heal themselves after "standing next to and hitting the monster till it falls down or you do".</p><p></p><p>Did the authors of Ravenloft create the module worrying about how much healing any party going through it was going to have? I sincerely do not believe so. They would have no possible way of knowing. Even WITH the expectation of what AD&D was capable of... the pace of any individual party going through the castle was impossible to predict. All they could do was create encounter areas they thought parties might be able to handle for the level range the module asked for.</p><p></p><p>Does the four or five different "healing formats" 5E might have make things so much more disparate than what any previous edition has had in terms of possibly range of healing availability and thus the pace at which groups spend it? I don't think so. Certainly not to the extent that adventure writers would need to create multiple versions of each encounter for parties to play through. At minimum it might just change the encounter level up or down a level or two.</p><p></p><p>I have no doubt Ryan's made some wonderfully paced adventures. But that doesn't mean he's redesigned them two or three different ways to cover for parties that had two PCs and no combat healing, or eight PCs with 4 leaders among them. He's chosen a middle ground with the best of his ability, and fully expects that any individual combat could swing wildly in every direction for any particular group.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6089352, member: 7006"] Looks to me that we ARE talking about two separate things in terms of using the word "pacing" in this case. Here's what Obryn said that I was referring to: Pretty much talking about nothing BUT how will people heal themselves after "standing next to and hitting the monster till it falls down or you do". Did the authors of Ravenloft create the module worrying about how much healing any party going through it was going to have? I sincerely do not believe so. They would have no possible way of knowing. Even WITH the expectation of what AD&D was capable of... the pace of any individual party going through the castle was impossible to predict. All they could do was create encounter areas they thought parties might be able to handle for the level range the module asked for. Does the four or five different "healing formats" 5E might have make things so much more disparate than what any previous edition has had in terms of possibly range of healing availability and thus the pace at which groups spend it? I don't think so. Certainly not to the extent that adventure writers would need to create multiple versions of each encounter for parties to play through. At minimum it might just change the encounter level up or down a level or two. I have no doubt Ryan's made some wonderfully paced adventures. But that doesn't mean he's redesigned them two or three different ways to cover for parties that had two PCs and no combat healing, or eight PCs with 4 leaders among them. He's chosen a middle ground with the best of his ability, and fully expects that any individual combat could swing wildly in every direction for any particular group. [/QUOTE]
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