Page 487

22nd Apr 2018, 8:00 AM in Chunin Exam Arc
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RandomRex6 22nd Apr 2018, 8:00 AM edit delete
The most important rule of challenge design: There is a way to win. It may be hard to find, but it exists.

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Comments:

MFG 22nd Apr 2018, 9:01 AM edit delete reply
And the corollary to that rule is that the more obvious you think the answer is, the harder it will be for your players to figure it out.
Otaku 22nd Apr 2018, 2:52 PM edit delete reply
Otaku
To clarify, the level of challenge is often inverse to that which is expected. Think you have a real brain buster for the PC's to overcome? One of them not only gets it immediately but even makes all the rolls required and roleplays it well. XD
DeadpanSal 22nd Apr 2018, 4:57 PM edit delete reply
I once had a miniboss in a 4th edition game that worked off the idea of an unbeatable defense. But the way it actually worked was he took one of his defense ratings and added it to another, so a reflex defense added to his armor class, making it 40. But that meant his reflex defense was now ZERO.

The players used to context clues to know what to aim for. Only one of them ever tried to hit the boosted defense. And of course, they failed.
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