Captain Shrek
Guest
When I say encounters here, I want to talk about something very specific; essentially the placement and type of enemies you "encounter" as you progress through the game. One thing to be noted is that mechanics of the game plays a very important role in determining what kind of encounters are actually challenging and fun as opposed to being annoying. But in this discussion I would like to isolate the placement aspect as much as possible. Thus I am talking in a general sense of the term.
Having said that, the following things make great encounter design in my opinion:
1) Logical placement:
This is what distinguishes a random encounter from a hand-placed one. A random encounter in a tropical forest should be creatures that make sense in that setting and environment. But a hand-placed encounter can be an unusual choice which when explained to fit into the story doubles the enjoyment since there is a mystary!!! associated with it.
2) Challenge rating:
For the second option to be viable, the game requires you have to have enough POSSIBLE capacity to succeed in BOTH Taunt checks and Combat prowess at the same time. If you fail at either and don't surrender, then C&C bitch.
3) Variability:
A good encounter is of course which is non-repetitive.
4) Challenging:
Well, that was disappointing AND anti-climactic. Unless you are damn lucky (make that double damned) this should not happen.
5) Rewarding and meaningful:
How the hell did that happen? He should be holding the spear of Avernus! Which is a strong weapon capable of fighting demons/devils (whatever is the opposite type of an imp).
Having said that, the following things make great encounter design in my opinion:
1) Logical placement:
You are in a forest of the tropical lands of Oznia. You are attacked by Frost Giants. It turns out that these miserable creatures are attacking you because...
This is what distinguishes a random encounter from a hand-placed one. A random encounter in a tropical forest should be creatures that make sense in that setting and environment. But a hand-placed encounter can be an unusual choice which when explained to fit into the story doubles the enjoyment since there is a mystary!!! associated with it.
2) Challenge rating:
You complete you battle training from the mercenary guild and step out of the town. You are ambushed by a band of bandits, who take you hostage if you surrender or leave you be if you challenge their leader in a single combat with your well placed taunts and defeat him.
For the second option to be viable, the game requires you have to have enough POSSIBLE capacity to succeed in BOTH Taunt checks and Combat prowess at the same time. If you fail at either and don't surrender, then C&C bitch.
3) Variability:
While searching for the hidden lair of the Swamp witch you are suddenly assaulted by a swarm of dangerous Ziggu flies. You curse filthily and exclaim "NOT AGAIN!!!"
A good encounter is of course which is non-repetitive.
4) Challenging:
After assassinating the lord Mal'panis of the Lomar Empire, you fail your stealth check while escaping his bed chamber and your path is obstructed by his loyal and mute bodyguard Tomba brought from the jungles of Tarambis. In the first round you critical hit him and he dies agonizingly in a pool of his own blood...
Well, that was disappointing AND anti-climactic. Unless you are damn lucky (make that double damned) this should not happen.
5) Rewarding and meaningful:
You fight the terrifying Imp summoned by the orcish lich zugzug and after a terrific battle he drops........ the Scepter of the kings????
How the hell did that happen? He should be holding the spear of Avernus! Which is a strong weapon capable of fighting demons/devils (whatever is the opposite type of an imp).