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#and he was blown away by how engaging Brennan's combats were
midground · 2 years
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I think it’ll be really neat to see how Matt Mercer fares with the Dimension 20 format. Matt tends to favor attrition-style encounter design (lots of smaller, narratively inconsequential combats meant to drain party resources ahead of the Final Fight). This style is sort of the default for how 5e assumes you’ll play (hence why Short Rests exist), and it’s a perfectly valid style choice, especially for home play and for long-form campaigns.
While I don’t mind playing that style, I find it way less engaging as a viewer when it’s used in Actual Play. As a viewer, I generally prefer the D20 format of (what I refer to as) Set Piece Encounters. Big, story-relevant fights where the PCs have most if not all of their resources and abilities from the start, often with multiple paths to victory that the PCs need to discover as they interact with the encounter.
To be clear, it’s not like Matt CAN’T do this, there are tons of examples of this kind of encounter design across all 3 campaigns (C1 BBEG fight, C2 Cathedral Fight, C2 BBEG fight, C3 Museum Heist), it just tends to be reserved more for special occasions rather than being the default. But that makes sense because Critical Role is long-form as opposed to Dimension 20′s limited-run seasons.
(I really can’t emphasize enough that Dimension 20s limited-run nature is what makes it possible for every Encounter to be a big Set Piece Encounter.)
And because Dimension 20 has SUCH a strong format of alternating Roleplay and Combat episodes, because Dimension 20 seasons are limited in scope, and the Encounters are worked out with the production team ahead of time, I’m hoping that Matt really leans into it. I’m so excited to find out what he does with a limited-run season (REALLY can’t wait to know how many episodes there will be). I’m really hoping to see him flex his Set Piece Encounter design skills in the dome.
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