Dogbert wrote:
It's totally valid having a "procedurally generated dungeon/environment," but then I hope we agree that, in that case, either you make everything random or you keep the random encounters limited to easy stuff.
Why are these our only two options? Why can't you have a chance encounter table where most of the results are of medium difficulty, but where the tougher encounters have fixed locations? Or you could even include the big bads on the table, to model how they might check on their underlings every so often. Do both of those options count as making everything random?
Also, if we're taking the Diablo route, the dungeon better has procedurally generated treasure
Why? Have I said anything about treasure?
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.
Omegonthesane wrote:
I don't know what strange game you've played but the last few times I played D&D death by luck was not a risk we were expected to deal with.
What kind of D&D do you play, D&D with no dice rolls? I don't get it.
Oh, then you are an idiot. Because infected slut princess has never posted anything worth reading at any time.
Omegonthesane wrote:
I don't know what strange game you've played but the last few times I played D&D death by luck was not a risk we were expected to deal with.
What kind of D&D do you play, D&D with no dice rolls? I don't get it.
Last time I was playing, the odds were generally heavily stacked in our favour and our enemies were generally lacking in ways to send us from "full HP" to "unplayable for the whole session" in a single action. Being plinked to death by a long string of bad luck is a different thing - my wording was poor.
Last edited by Omegonthesane on Sat Oct 18, 2014 11:06 pm, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.