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How challenging should encounters be?
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<blockquote data-quote="Argyle King" data-source="post: 6549646" data-attributes="member: 58416"><p>Obviously, not everyone will agree 100%. However, yes, I do imagine that there is a general ballpark which fits into the collective human consciousness. </p><p></p><p>Examples of things that make sense to me personally: If the PCs set of an alarm, an encounter will likely be more difficult. Generally speaking, holding a choke point is a good tactic; using a crew serve weapon to cover an avenue of approach likewise tends to be good. Many things found in a FM 7-8 tend to serve as good basics; while there certainly are situations when other things work better, the ideas found there weren't just random guesses concerning what to do. </p><p></p><p>Examples of things that often don't make sense to me personally (outside of the game rule context):</p><p>Intentionally getting surrounded to gain combat bonuses as a regular thing; the PCs alerting the enemy to their approach and the encounter difficulty remaining the same based only on because the rules say the encounter should be X difficulty at Y level.</p><p></p><p>Such things aren't necessarily game breakers for me or things that ruin my fun. I can and do often enjoy things that don't completely adhere to how I imagine things. (To give an example, firing a weapon on full auto doesn't typically increase accuracy; however, one of my favorite rpgs handles things that way. )</p><p></p><p>As for in game story, I believe things can (and should) happen outside of the PCs.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6549646, member: 58416"] Obviously, not everyone will agree 100%. However, yes, I do imagine that there is a general ballpark which fits into the collective human consciousness. Examples of things that make sense to me personally: If the PCs set of an alarm, an encounter will likely be more difficult. Generally speaking, holding a choke point is a good tactic; using a crew serve weapon to cover an avenue of approach likewise tends to be good. Many things found in a FM 7-8 tend to serve as good basics; while there certainly are situations when other things work better, the ideas found there weren't just random guesses concerning what to do. Examples of things that often don't make sense to me personally (outside of the game rule context): Intentionally getting surrounded to gain combat bonuses as a regular thing; the PCs alerting the enemy to their approach and the encounter difficulty remaining the same based only on because the rules say the encounter should be X difficulty at Y level. Such things aren't necessarily game breakers for me or things that ruin my fun. I can and do often enjoy things that don't completely adhere to how I imagine things. (To give an example, firing a weapon on full auto doesn't typically increase accuracy; however, one of my favorite rpgs handles things that way. ) As for in game story, I believe things can (and should) happen outside of the PCs. [/QUOTE]
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