Gilda: Seriously, though, once we're done character building, we should do some test fights. My group does 'em every campaign. That way, we figure out what doesn't work early!
DM: Doesn't that mean that you already know what the monsters are and how to counter them when the story gets rolling?
Gilda: Maybe, but when that happens, our DM always tweaks them to keep up with us!
DM: Sounds like your group is a constant one-upmanship contest.
Gilda: Yeah, you could put it like that. It keeps the game tense!
DM: I'm not so fond of that approach. I like my combat encounters to have an element of surprise to them... not have this ridiculous meta trailing behind it. Although... you might be on to something...
Gilda: That so?
DM: If everyone else is going to be character building... then I should do some monster building too! Mwahaha!
Rainbow Dash: Gee, thanks. Now you've done it.
Gilda: You are 100% welcome.
I think that Equestria/Empire war timeline looked pretty amazing. I'm sure if FOE wasn't written until that finale came out, it would totally be different than it is now. :3
It would make an interesting alternative to FOE campaigns-- the PCs are a group caught in the middle of the war, doing little adventures to help towns in the "war zone", or explore encampments of the enemy to raid for supplies and secrets (in the vein of FTL, the group would have to steer clear of the enemy army or it be a very possible game over). Lots of potential for spy intrigue stuff if you're into that thing. I'd be for it.
I'd love to be a part of a Crystal War pony RPG campaign. I have absolutely no interest in Fallout: Equestria, but I'd definitely like a Crystal War game...
The sort of player/GM one-upmanship described in the comic can be rather destructive. It often leads into blind alleys where everything has to be super-optimized for one particular style, making everything of a sameness.
One example of this happening I've run into was a game in which the players started focusing on magical alpha strikes. The GM responded by boosting encounter difficulty so that those alpha strikes were required to even have a chance of winning. By the time someone in the campaign was posting in rgf.dnd about how anything less than a full caster was useless, the campaign had devolved into "one or two encounters, retreat to rest," and was starting to cull the full caster classes.
I think the point was more that "one or two encounters" + "retreat to rest" comprises the entirety of the campaign's substance, diplacing story, character, or even meaningful roleplaying.
No, with combat IRL you often have to continue on long past where any reasonable person would stop. Just to be clear I'm talking about full "come back tomorrow" style resting, not simply catching one's breath.
One thing that helps stop this particular problem is to make sure time is treated as a resource, (and isn't free the way it is in many CRPGs). If you pull back to rest/recover spells/etc. you are also granting the other guys time to get reinforcements/heal/advance plans/flee/etc.
"The sort of player/GM one-upmanship described in the comic can be rather destructive. It often leads into blind alleys where everything has to be super-optimized for one particular style, making everything of a sameness."
True but it's not as bad as revenge characters. Those are truly a horse of a different color.
Nicely countered on the GM's part. I may use that approach if anyone (especially outside the campaign) pokes at the relatively low amount of combat in my campaigns.
Instead of ruining monsters coming up in the story you could just open the monster manual to some random CR appropiate monster you werent' planning on using anyway. the combat freaks get their practice in and you don't spoil anythng except "hey i wasn't planning on throwing a mummy at you"
What I myself would probably do is turn it into a psychological game, where I try to get the players to wonder whether I'd be using those monsters, not using them, or using them with battle-changing modifications.
Complete with said combat being an actual in-character dream, and when the dust settles I'd say, "You wake up in your beds, uncertain how prophetic that dream actually was or wasn't."
Basically this character decided to sit out a fight the rest of the party was using to test their skills; they lost what should have been a total curb stomp with one player getting disemboweled by a normal dog. Towards the end, they're fighting a god. This character's ward gets hurt and this happens.
Character: Can I one-shot him?
(Rolls; natural 20)
DM: Yes you can.
Character: Can he crit?
(DM rolls; natural 1)
DM: No he can't.
So he one-shotted the god and the DM outright banned physics, which the character was, from all his future campaigns.
Correction to the above: they VERY NEARLY lost the encounter; the disemboweling happened. And the character's player had been saving his turns and decided to power all of his power into attack so he didn't have to roll; the god could not beat a 94, the total score, and could not crit.
Yes. That's what I meant. Sorry about that. The friend I got the story from is full of great stories about D&D sessions. He's the DM for my first campaign. My character was a Cleric who didn't fight like one or even act like one; we eventually decided her powers had been artificially blocked so that was why she was trying to lie and club things with her staff instead of using spells.
Honestly, the 4e campaign running towards the ending right now had much less of this sort of thing and more steadily having things ratchet up until larger adversaries became clear around the third and fifth "chapters".
And they were designed to call to two different types of play and two different strengths of the party.
This makes me glad that the worst thing I have to worry about from our GM is that his dice are cursed. His wife regularly jokes that he should pack them in salt.