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https://twitter.com/LuchaLibris/status/1581784578674819072OP provides a literal example of this mismatch here. People want to reward ingenuity and open roleplay, in systems that mechanically chafe if not outright punish it.
https://twitter.com/LuchaLibris/status/1581784580239282176?t=KJ0chhepw-0EFTlMkC1Xgw&s=19
https://twitter.com/DjangoWexler/status/1549139952054611968The first thing to make clear is, when it comes to encounter design in TTRPGs, I'm not suggesting what is desired is some sterile idea of encounter progression. I'm not trying to railroad encounters, or remove any semblance of unpredictability.
If you want to run the game with any mechanical integrity, you spend half the time compensating for rules that just aren't there, and the other half wrestling with the rules that ARE because they're poorly tuned, such as CR and class balance.
Years ago I made a Reddit post about how I hated the Ivory Tower Design of older systems like 3.5/1e because it was just kind of smug and gatekeeper-y, and it attracted douchebags who's narrative fantasies were inherently tied to the mechanical superiority those games offered.