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To both of you: I've played games that don't have any information about encounters, but they're mostly joke games like Paranoia (at least if you're running a zap adventure). I've also played games that are supposed to be hard on your players (Hackmaster outright tells the gm that players are the enemy, and tells you to reward yourself with stickers when they die!), but this game just feels to me like it's lacking polish
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Bill wrote:Missing? well, I would like an atlas that describes at least the major settlements on the ferelden map. Right now I either have to do all that work myself (and then find out they plan to publish it in a year) or wait to start my game?
Not really a complaint, as I am used to building entire campaign settings from scratch.
But no description in the gm's guide about denerim or highever or orzimar? wow....
I would gladly pay $ for a village/town/region gazeteer!


BARON wrote:I'm talking batgirl with batgirl. I love you internet.


zorblack wrote:To Lordmalachdrim: Wow, that's...really quite a list of less popular RPGs. When you were playing Shadowrun and GURPS, what edition were you playing? I basically think the idea in both of those RPGs (from experience and hearsay) was that pcs very quickly became ungodly powerful and so enemy difficulty was not as much of an issue. Shadowrun in particular mostly followed a "waves of enemies" type motto to keep the pcs busy.

Batgirl III wrote:This seems like a good spot to chime in andCodex Collection. Seventy pages transcribing just about every entry from the videogame's Codex.[/url]


Batgirl III wrote:This seems like a good spot to chime in andCodex Collection. Seventy pages transcribing just about every entry from the videogame's Codex.[/url]

Batgirl III wrote:So... The first seven editions D&D were "joke games"? What about White-Wolf's entire product line? Mutants & Masterminds? West End Games' Star Wars?
Gamemasters spent decades having to know their players, their party, and the needs of the story. Frankly, I despise the concept they introduced with D&D3e that there should be 13.3 encounters of 4.4 monster for every 1.2 players, divided by the square root of the treasure thy have.

zebuleon wrote:nicely put. up until DnD 3e there wasn't any kind of 'challenge rating' system in almost any kind of game. GMs had to think on their feet and adjust the monsters stats on the fly. the GM should never be a slave to the dice anyways, thats what the screen is for, to hide your rolls so you can say you hit when you didn't, or miss when you would have killed the player. This way you can throw a dragon at a starting group and either let them win or lose as you desire and fits the story.

Hell you could make your own game if you don't want any rules or tables of equipment or prices or challenge ratings right?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.






Aldaris wrote:@zorblack: HAVE we moved on from that? Every TV comes with a remote nowadays, but I can't think of a RPG other than D&D that has threat ratings. Just mentioning it because you make it sound like that's standard.



Aldaris wrote:Fair enough. But we all started roleplaying and gamemastering at some point, and I don't remember parties constantly dying or having to be deus-ex-machina-rescued in my playing environment because the novice GM totally couldn't balance encounters. That said, those CRs would certainly be helpful to some, but their absence is hardly a big deal. In my opinion.

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