tag:blogger.com,1999:blog-1305372753022597815.post1663557765936922459..comments2023-05-06T01:46:51.326-07:00Comments on Bright Cape Gamer: Why worry about challenge anyway?Skyhttp://www.blogger.com/profile/10723733406348223879noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1305372753022597815.post-72938356709280929232013-11-26T18:20:07.796-08:002013-11-26T18:20:07.796-08:00I don't find that combats that are very challe...I don't find that combats that are very challenging become routine. I tend to mix it up a bit though so the players don't tend to know how dangerous things are ahead of time. <br /><br />I like the idea of players fleeing occasionally and I definitely try to set up those sorts of situations. Unfortunately most systems don't have good ways for people to run away and live through it - generally somebody gets flattened or something before the running happens and then they die.<br /><br />In DnD getting the challenge right is extremely difficult because there is so much room for optimization (even more so when you roll for stats!). In HBT that is less so because an average character and an optimized character are much closer together in power level. I am pretty sure my numbers are very close indeed.Skyhttps://www.blogger.com/profile/10723733406348223879noreply@blogger.comtag:blogger.com,1999:blog-1305372753022597815.post-67126209334244500392013-11-26T16:54:35.335-08:002013-11-26T16:54:35.335-08:00Interesting. I hadn't really thought of it th...Interesting. I hadn't really thought of it that way.<br /><br />The most memorable and exciting encounters are definitely challenging tactical situations. Resources are depleted and players have to be innovative and reach deep into the bag of holding. It's good times. <br /><br />I hadn't considered trying to make every encounter like that. The exciting encounters tended to be the final battle or one-off battles, but occasionally were something random that had high impact due to some quirk or surprise. <br /><br />I'm not sure how it would be if every combat was like that. Does it take away from the excitement by making it routine? <br /><br />And do people ever need to flee? It was rare, but more realistic if players encountered something that was just too big to handle. Unfortunately, that almost never happened unless it was a rust monster. :-)<br /><br />I also found my players unpredictable. It was tricky to figure out a perfect match-up because they might do something wacky. I also knew I could throw challenges at them without knowing if there was a way out, but assuming they'd probably figure out an answer. <br /><br />I suspect I would use your challenge system much like I used pre-made dungeons - can the players take it down and prove that they are better than average? I would be quite impressed if you managed to hit the target perfectly for a single group let alone any!Matt Vnoreply@blogger.com