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MUNINN'S PROFILE

Programmer. Amateur Author (non-published, so nothing really to be impressed over). Game Designer.

Has many stories to tell you, and games to give out. If only there were enough time to finish them all...

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Making Random Encounters More Bearable

author=Avee
...or in spending more than three turns doing the same actions toward enemies that just won't die already.

In such a case, wouldn't it be better to design encounters that don't involve performing the same actions three turns in a row, rather than deciding that those same actions will suddenly become more interesting if you're only doing them for one round of battle instead of three? It might make the annoyance less noticeable by virtue of being shorter, but it still won't add any significant gameplay compared to just removing the battles altogether.

Making Random Encounters More Bearable

Those are some pretty good tips (I'd extend the first one to all encounters in general), although I'd say that the third one should be taken in moderation. Half-hour random encounters might alienate the player, but nobody wants to be dragged away from the map for an encounter that's going to be finished in less than 2 rounds of battle (aside from early-game training battles, I suppose). In general, there should be an inverse relationship between encounter frequency and encounter length, but going too far toward either extreme becomes unworkable. (ie. hit-attack-once-and-everythings-dead encounters every 3 steps, or a 20-minute encounter once every 5 rooms).

The "Warning Posts" idea might also be less-than-effective at first, as well. I seem to recall once being told that in Zelda games (but being information that could be extended into rpgs), there are two major types of NPC dialog: "You should check out location X" (which means go to location X), and "location X is a dangerous place, you shouldn't go there" (which also means go to location X). Players might eventually get the idea, but at first they'll probably hear "It's a dangerous place that can only survived by a 'Strong Hero'", where "Strong" is defined as "whatever level the PCs are when they arrive at that location".
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