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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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<blockquote data-quote="Quickleaf" data-source="post: 6704602" data-attributes="member: 20323"><p>I think I'd seen you share this particular experience before, but thanks for sharing it again!</p><p></p><p>I have no trouble making the game fun for my players. And I get a lot of enjoyment from seeing what they come up with. However, like I said, sometimes their actions and/or narrative/foreshadowing call for a DEADLY fight. </p><p></p><p>Was it fun? Yes, always, that's why we play. </p><p></p><p>But could it have been <strong>more</strong> fun and lived up to what they (and I) perceived was a life-threatening encounter? Definitely, yes.</p><p></p><p>This is not an exercise in pedantry or numbers crunching for some theoretical "mental masturbation". Nor is it an obsession with needing to have every encounter conform to some GM-imposed difficulty level. It's about the players being able to say "F it, we're going into that umber hulk (or whatever) lair" knowing full well that it's going to be deadly...and it actually BEING DEADLY. Or maybe they trick their <strong>enemies</strong> into that umber hulk lair! It's about a player choosing to mouth off to, and picking a fight with, a drow priestess who has them surrounded and delivering on the implied DEADLY threat. It's about foreshadowing a dangerous villain and having that encounter actually be DANGEROUS.</p><p></p><p>I really want to know what metric I can use to predict and deliver challenges of a certain difficulty to my group going forward. So far my experience with the DMG metric is that it produces less challenging fights than advertised, though I'm not sure yet <em>how much</em> less difficult.</p><p></p><p>I don't know what's unreasonable or hard to grasp about that.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6704602, member: 20323"] I think I'd seen you share this particular experience before, but thanks for sharing it again! I have no trouble making the game fun for my players. And I get a lot of enjoyment from seeing what they come up with. However, like I said, sometimes their actions and/or narrative/foreshadowing call for a DEADLY fight. Was it fun? Yes, always, that's why we play. But could it have been [B]more[/B] fun and lived up to what they (and I) perceived was a life-threatening encounter? Definitely, yes. This is not an exercise in pedantry or numbers crunching for some theoretical "mental masturbation". Nor is it an obsession with needing to have every encounter conform to some GM-imposed difficulty level. It's about the players being able to say "F it, we're going into that umber hulk (or whatever) lair" knowing full well that it's going to be deadly...and it actually BEING DEADLY. Or maybe they trick their [b]enemies[/b] into that umber hulk lair! It's about a player choosing to mouth off to, and picking a fight with, a drow priestess who has them surrounded and delivering on the implied DEADLY threat. It's about foreshadowing a dangerous villain and having that encounter actually be DANGEROUS. I really want to know what metric I can use to predict and deliver challenges of a certain difficulty to my group going forward. So far my experience with the DMG metric is that it produces less challenging fights than advertised, though I'm not sure yet [i]how much[/i] less difficult. I don't know what's unreasonable or hard to grasp about that. [/QUOTE]
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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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