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RPGA Living Forgotten R.. since lfr is being decoupled from wotc can we...
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Switch to Forum Live View since lfr is being decoupled from wotc can we fix some problems?
3 years ago  ::  Aug 26, 2010 - 3:40AM #31
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,446

Aug 25, 2010 -- 9:25PM, jsaint wrote:

i would really like to see the difficulty of encounters addressed.  this does not need to be a lowest common denominator enterprise, do the modules "need" to be so easy?  i realize that there are some that are too hard out there, but nearly all of the 40 or so i've played have been too easy.




Ask your DM to boost the challenge. Sorry, but for each player complaining things are too easy, there are two saying it is perfect and one that says it is too hard. In my experience increasing the challenge is a lot easier, and less obvious, then downgrading things, especially since you usually see how things are going on late in the fight.

Mind you, looking at MM3 and beyond monsters certainly have gained more power, so I would suspect the general level of difficulty is going to raise. Considering the reactions to D&D Encounters, I suspect to get a flood of complaints about things being too hard though. Dice, DM and players just have too big an influence on how the experience goes...

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3 years ago  ::  Aug 26, 2010 - 6:02AM #32
dkay807
Date Joined: Feb 7, 2007
Posts: 1,114

Aug 25, 2010 -- 2:34PM, Surgebuster wrote:

 Even in the Madhouse, there were combat elements, even if there was no true combat.

In any case, combat represents approximately 75% of the game content (per a WotC representative) and there truly is an expectation of combat in an adventure by players. I can't see a skill challenge-only adventure being sanctioned, especially as they still seem to be misunderstood by many DMs. There is still plenty of room for originality in the guidelines.

Oh and the Madhouse was one of my favourite LG adventures. Britt and I got into a pretty lengthy discussion about what a good DM could do with it - it's a crying shame he's too busy travelling the globe earning millions to still be involved in organised play. Cry




Actually, Mr. Frey is closer than you might think. He's moving to Boston next month and is currently helping me with ideas for the Epic Plotline.

...oh and uh, yeah, combats are important. I'd never write a module without at least two per round. I've definitely learned a lot about skill challenges though. Authors feel the need to fill space with them. I find, if you can't find a good place for one, don't use one. Sometimes, however, they can be really great.

I would avoid playing any module with less than two combats per round. I care about story first and foremost, but combats are a close second (D&D is a strategic board game to me). I know that many players feel the same way (whether or not they choose to admit it).

Dave Kay
LFR Writing Director Retiree
dkay807 [at] yahoo [dot] com
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3 years ago  ::  Aug 26, 2010 - 9:13AM #33
bgibbons
Date Joined: Aug 22, 2007
Posts: 1,674

Aug 25, 2010 -- 9:25PM, jsaint wrote:

... one i played recently with lava dragons that had minions attacking the lava dragons to trigger some insane aoe damage effect.  the second one was in fact insane btw, wildly beyond almost any parties hope to survive, and it was great that way.


I'm not sure if I'd call When Dragons Die insane, but the tactics in the first combat you reference did leave a bad taste in my mouth.

Spoiler: Show

Minions with stated tactics that they will attack a creature who will resist all of their damage, because bad things happen to the PCs if the creature is hit by a fire attack?  If a player tried that kind of cheesiness (attacking a fellow PC in a way that was guaranteed to deal no damage, to trigger a beneficial side effect), I'd roll my eyes at them, and would at least consider whether 'bag of rats' applied.

These aren't the kind of tactics that we necessarily want authors to be legitimizing as being part of LFR.

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3 years ago  ::  Aug 26, 2010 - 10:12AM #34
Mirtek
  • Dragon Slayer
Date Joined: Aug 4, 2001
Posts: 3,452

Aug 25, 2010 -- 9:25PM, jsaint wrote:

i would really like to see the difficulty of encounters addressed.  this does not need to be a lowest common denominator enterprise, do the modules "need" to be so easy?


I say yes, they need to be easy. If LFR is meant for convention than the difficulty should be aimed at 4-6 random strangers who don't know each other's powers or tactics and might even lack some roles altogether.


I also deny that LFR is too easy. I found most mods just right and in the extremes I found more mods too difficult than too easy. I dread the MM3 damage expressions and will avoid them as long as I can.


Aug 25, 2010 -- 9:25PM, jsaint wrote:

making an effective character mattered.


And that should not be what the mods are aimed for, because the TPKs of the normal chars will be sooo much fun to the players without these effective chars.

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3 years ago  ::  Aug 26, 2010 - 12:10PM #35
Joshua_Randall
Date Joined: Oct 7, 2003
Posts: 689
I think I'm going to get banned for slow-motion spamming if I keep posting this every so often, but:

Please do not turn LFR into an arms race. If a certain subset of players needs to feel more manly, there are ways they can work with their DM to do that. Or, all else failing, they can not play LFR.
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3 years ago  ::  Aug 26, 2010 - 1:02PM #36
battles14
  • Part of the SOLUTION
Date Joined: Feb 11, 2006
Posts: 539
+1

It's important to take a step back when judging the challenge of LFR mods. The majority of people who post on these boards are sophisticated D&D players who have experience making effective characters (even, dare I say, broken ones). A significant portion of LFR players are either novices or do not have the free-time necessary to fine-tune their characters. The mods as-is are significantly more challenging for them.

Perfect example: There are three FLGS in my area that have LFR. One has mostly experienced players who universally find the mods easy. Another has a large population of novice players, and we hear TPK stories coming out of there frequently. A third is a mix. Boosting the challenge of mods across the board would have different effects on all three of these groups.

My group has combatted the problem by allowing the DM to scale a 4-person table up to 5 or 6 if the players desire a greater challenge. Perhaps a more standardized sanctioning of this practice or widespread adoption of the "glory tier" would be effective.
Gamma World Origins Half-Sheets:
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3 years ago  ::  Aug 26, 2010 - 2:55PM #37
jsaint
Date Joined: Sep 2, 2008
Posts: 201
why are the people who want harder mods in the wrong?  or put differently, why do we cater to the people who want easier games instead of catering to those who want harder games?

rather than artificially increasing the challenge of module that was easy (and nearly all of them are way too easy), why not make them much harder, even unfairly harder, and instead artificially soften them for the crowd that doesnt want a challenge.

in short, why is what i want less important than what other people want.

and getting back to my original point, there are some things in the game that are 100% totally broken.  indisputably so.  so if wotc is unwilling to solve saving throw penalty stacking for example, why dont we.  this is a problem that is real, not a hypothetical build that is based off some obscure interpretation of RAW.  it is absolutely legal to break the system in half with saving throw penalties.

if it is legal for us to dissallow content from dungeon magazine, and we do, and it is legal for us to disallow dragonmark feats, and we do, why can't we solve this obvious and critical game balance issue!
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3 years ago  ::  Aug 26, 2010 - 3:40PM #38
Surgebuster
Date Joined: Oct 20, 2007
Posts: 396

Aug 26, 2010 -- 2:55PM, jsaint wrote:

rather than artificially increasing the challenge of module that was easy (and nearly all of them are way too easy), why not make them much harder, even unfairly harder, and instead artificially soften them for the crowd that doesnt want a challenge.

in short, why is what i want less important than what other people want.



Because, as Madfox11 already explained, it is much easier for a DM to scale the challenge of an encounter up, rather than down. Why? Because the way the game is designed makes the line between difficult and lethal very fine and once you overstep the mark, it is very hard to do anything but have the monsters wave the white flag to avoid a TPK. 

I hate to always bring this back to the DM and it may sound like common sense (but you know the adage about it not being that common) but if the adventure is properly prepared, the tactical challenge is often far greater. Maybe all your DMs are already prepped but in my experience, DMs often think they don't need to prep and that doing it on the fly is good enough - in many cases this makes adventures too easy because, you know, the whole preparation thing.

Yes, there are instances where adventures (especially the earlier ones) don't provide an adequate challenge but to quote Pieter again, for each player complaining things are too easy, there are two saying it is perfect and one that says it is too hard. As Global Admins, we do have a wider view of how the player base views the challenge and in all honesty, the heavily invested people that inhabit these boards aren't always the best gauge of the greater community.   

 

Joe Fitzgerald | joerpga[at]yahoo[dot]com[dot]au
LFR Global Administrator
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3 years ago  ::  Aug 26, 2010 - 6:48PM #39
kenobi65
  • Volunteer Community Lead
Date Joined: May 6, 2001
Posts: 1,919

Aug 26, 2010 -- 2:55PM, jsaint wrote:

in short, why is what i want less important than what other people want.




If what you want proves to be a minority viewpoint, or if delivering what you want seriously damages the enjoyment of a large number of other players, that's what makes it less important.

"Of course [Richard] has a knife.  He always has a knife.  We all have knives.  It's 1183, and we're barbarians!" - Eleanor of Aquitaine, "The Lion in Winter"
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3 years ago  ::  Aug 27, 2010 - 1:31AM #40
Dodecahedron
Date Joined: Jan 26, 2005
Posts: 960
I am wondering if we can remove the requirement to use Dungeon Tiles.

I know some LG authors who have decided not to write for LFR because
they are being forced to utilize Dungeon Tiles for all of their encounters.
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