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
*TTRPGs General
You can't win this encounter
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: 8227698" data-attributes="member: 42582"><p>Gygax talks about this sort of thing in his PHB: scouting the dungeon to gain information, so that then it is <em>the players </em>who get to decide what encounters take place.</p><p></p><p>I think you're 100% right that there are complicating factors.</p><p></p><p>In Gygax's game, there is an assumption that you can (typically) tell what level of the dungeon you are on. (There are GM-side tricks that muck with that, like sloping passages and sliding chutes and the like, but there are also player-side counters to those tricks like demi-humans who can sense distance and direction underground.) This helps gauge difficulty (eg the lich vs wight example upthread).</p><p></p><p>There is also the assumption of the widespread use of detection magic: hence Detect Evil, ESP, Wands of Enemy Detection, magic swords, etc. I don't think this is as prevalent or commonly used in contemporary play - I would say at least in part because, frankly, it's a bit boring!</p><p></p><p>A third assumption for all this to work is that <em>the dungeon is largely static between the PCs' incursions</em>. Because if it's not, then the information will be unreliable. You can see that Gygax was changing his mind in relation to this assumption even in the course of writing up his AD&D manuals, as the DMG has an emphasis on a "living, breathing, organic" approach to the way a dungeon changes over time that isn't a good fit with the play advice given in the earlier-published PHB.</p><p></p><p>In this thread, a widespread assumption seems to be that the players will gain the necessary information, and act on it, <em>not in advance of any encounter</em> as Gygax had in mind, but <em>during the encounter itself</em>. As you say that is a recipe for disaster, particularly in the absence of robust rules for fleeing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8227698, member: 42582"] Gygax talks about this sort of thing in his PHB: scouting the dungeon to gain information, so that then it is [I]the players [/I]who get to decide what encounters take place. I think you're 100% right that there are complicating factors. In Gygax's game, there is an assumption that you can (typically) tell what level of the dungeon you are on. (There are GM-side tricks that muck with that, like sloping passages and sliding chutes and the like, but there are also player-side counters to those tricks like demi-humans who can sense distance and direction underground.) This helps gauge difficulty (eg the lich vs wight example upthread). There is also the assumption of the widespread use of detection magic: hence Detect Evil, ESP, Wands of Enemy Detection, magic swords, etc. I don't think this is as prevalent or commonly used in contemporary play - I would say at least in part because, frankly, it's a bit boring! A third assumption for all this to work is that [I]the dungeon is largely static between the PCs' incursions[/I]. Because if it's not, then the information will be unreliable. You can see that Gygax was changing his mind in relation to this assumption even in the course of writing up his AD&D manuals, as the DMG has an emphasis on a "living, breathing, organic" approach to the way a dungeon changes over time that isn't a good fit with the play advice given in the earlier-published PHB. In this thread, a widespread assumption seems to be that the players will gain the necessary information, and act on it, [I]not in advance of any encounter[/I] as Gygax had in mind, but [I]during the encounter itself[/I]. As you say that is a recipe for disaster, particularly in the absence of robust rules for fleeing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
You can't win this encounter
Top