agris
Arcane
- Joined
- Apr 16, 2004
- Messages
- 6,927
You gave an example in one of your earlier posts that that you can either sneak in and fight the army while you try to sneak out or successfully sneak in and out (unless I'm misinterpreting here). But I don't see a reason why I couldn't start a fight once I successfully sneak out, that's my choice, maybe I like the challenge.It's too early to talk specifics as the answer to your question will be determined by balance and specific design. Obviously getting past an obstacle one way, then turning around and trying to milk it for more XP is a time-honored exploit and you shouldn't be able to do it. At the same time you should be able to reconsider where applicable and combining stealth and combat should be allowed and encouraged.
Two points. First, this is why the general concept of Underrail's oddity system excels imo. If the same oddity were awarded for the stealth path as well as the combat path, the type of meta gaming that I outlined would be a non-issue, and wouldn't require creative scripting to whisk away enemies to avoid accumulating excess combat LPs. But, don't mistake my suggestion for a desire. While I think the oddity system is good at handling just such 'degenerate' gameplay, gameplay I thoroughly enjoy engaging in, I don't find it very satisfying. This is to my second point- perhaps such meta-gaming could be tacitly supported, but with a twist. The additional LP milked out of my theoretical encounter would make a character stronger relative to one that only picked a single path. But what if the game recognized that you took multiple paths, i.e. are a 'munchkin' or 'powergamer', and made some combats harder as a result. I'm literally suggesting level scaling, but in an intelligent and metered way that is not Level 30 rats. One in which players are rewarded with more challenging encounters for their demonstrated mastery of systems, not HP sponges or DPS battles. It's a nuanced difference, but an important one.
I feel like I'm off the reservation on this issue already, so I'll stop. But I really wish the players that engaged in strategic meta-gaming were rewarded for it ways other than the rest of the game being made easier. If they were 'rewarded' with harder designed encounters, better enemy AI, etc, that would be the ultimate reward. Players who achieve something difficult or demanding don't want the result to be an easier game (imo), but rather do it for the challenge. The fact that most games setup the rewards and encounter system such that those same players will then ROFLstomp game content (due to overleveling, gear, what have you) is a denigration of the original spirit that drives them to attempt the original challenges that empowered them.
Reading what I wrote, I guess I'm advocating for a virtual DM. Shit.