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How much should 5e aim at balance?
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<blockquote data-quote="shadowmane" data-source="post: 6009047" data-attributes="member: 6687237"><p>The only thing the GM is deciding is what situations are present. If you're running a dungeon with 2 fighters, 2 thieves, 1 MU, and a Cleric (just as a for instance). All I'm saying is that you will design the encounters with the players in mind. You'll have a few traps and secret doors for the thieves. You'll have rooms full of mooks for the fighters. You'll have a magical threat for the MU to take care of, and throw some undead in for the Cleric to help with. That's designing the adventure for the players. You're not railroading them by doing this. You're simply providing the environment they're going to go into. It just so happens that the environment has been tailored to their little group.</p><p></p><p>Alternatively, if you have a group with 2 fighters, 2 rangers, and 3 clerics (the Pathfinder party I was involved in last New Years Eve), you're going to design the dungeon every so slightly differently to challenge them, but not overwhelm them too quickly. The DM gives the balance by being sensitive to the group dynamic, while still throwing a challenge at them. The game world adapts to what they are doing, and they adapt to how the game world reacts to them.</p></blockquote><p></p>
[QUOTE="shadowmane, post: 6009047, member: 6687237"] The only thing the GM is deciding is what situations are present. If you're running a dungeon with 2 fighters, 2 thieves, 1 MU, and a Cleric (just as a for instance). All I'm saying is that you will design the encounters with the players in mind. You'll have a few traps and secret doors for the thieves. You'll have rooms full of mooks for the fighters. You'll have a magical threat for the MU to take care of, and throw some undead in for the Cleric to help with. That's designing the adventure for the players. You're not railroading them by doing this. You're simply providing the environment they're going to go into. It just so happens that the environment has been tailored to their little group. Alternatively, if you have a group with 2 fighters, 2 rangers, and 3 clerics (the Pathfinder party I was involved in last New Years Eve), you're going to design the dungeon every so slightly differently to challenge them, but not overwhelm them too quickly. The DM gives the balance by being sensitive to the group dynamic, while still throwing a challenge at them. The game world adapts to what they are doing, and they adapt to how the game world reacts to them. [/QUOTE]
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How much should 5e aim at balance?
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