|
|
|
#1 |
|
Join Date: Dec 2017
Location: Louisville, KY
|
In The Labyrinth outlines two basic methods of populating encounters. I really enjoy the random method using sample stocking tables. I was wondering if these tables would be included in the new product, and if they would be enhanced or added to.
The other method for populating encounters is from scratch. I’m one of those individuals who tend to play an RPG as a wargame or tactical/strategic game with “extra story stuff”. As a GM, I like things to be balanced and make sense within the system. I want the rules applied fairly between game-mastered opponents and player characters—unless there is an “extra story stuff” reason for it to be otherwise. I’d like to see a method or rule that details how to create encounters that are power balanced to suit the strength of the player character group. Anybody can rough something out—I’ve done some work on using a basic calculation to try and do this, comparing stats with points added for special skills and abilities, but if the game included this, it would be very beneficial to GM’s who are looking for a design tool to help create encounters that are more accurately balanced between “cake walk” and “slay the whole party”. I also like to put my encounters into 3x5 cards, shuffle them, and do GM-less solo-style labyrinth runs for my friends and myself, so maybe there’s an additional future product idea there... |
|
|
|
|
|