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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Neonchameleon" data-source="post: 6342602" data-attributes="member: 87792"><p>I've played in a campaign with a 4e monk where I did have to count my escape exits most of the time. We were getting seriously challenged - and due to being a speed demon my monk was the only survivor of the final battle. (After the other PCs went down I said that I was out of there, took a flying leap over the curtain wall, ran, and put on an additional burst of speed).</p><p></p><p></p><p></p><p>This isn't them playing the role of trophy. It's that sometimes the hunted hunt back. Occasionally the hunters get killed.</p><p></p><p></p><p></p><p>Saying that all DMs are at least partially predictable and have their own idiosyncracies is not intended to be perjorative. All DMs are people. Tomb of Horrors is a particularly good example - there's a procedural method to get you through the tomb safely, but if you don't know it then the Tomb isboth lethal and paranoia inducing.</p><p></p><p></p><p></p><p>And Agatha Christie varied things a lot in her books. Which didn't prevent them all being Agatha Christie Mysteries with a fairly distinctive style.</p><p></p><p></p><p></p><p>No. But when your chance of death doesn't go back up it's become easy by those standards - assuming death is how you measure failure.</p><p></p><p>To use an example, I've already mentioned American Ninja Warrior. The first round qualifier is hard. Hard enough that there is no way I could do it in this lifetime. Hard enough that if an expert slips they tumble out (I believe Brent Steffenson did this year). But it's also of fixed difficulty and there are a lot of difficulty steps between the qualifier and the final rounds. I know my 4e games are harder than average - but I've also quite deliberately had to teach the players in one of my groups to do such things as focus fire. (Burning monsters that take half damage until you douse their flames for a round, and a couple of elemental icicles as weapons are <em>really</em> good for this).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6342602, member: 87792"] I've played in a campaign with a 4e monk where I did have to count my escape exits most of the time. We were getting seriously challenged - and due to being a speed demon my monk was the only survivor of the final battle. (After the other PCs went down I said that I was out of there, took a flying leap over the curtain wall, ran, and put on an additional burst of speed). This isn't them playing the role of trophy. It's that sometimes the hunted hunt back. Occasionally the hunters get killed. Saying that all DMs are at least partially predictable and have their own idiosyncracies is not intended to be perjorative. All DMs are people. Tomb of Horrors is a particularly good example - there's a procedural method to get you through the tomb safely, but if you don't know it then the Tomb isboth lethal and paranoia inducing. And Agatha Christie varied things a lot in her books. Which didn't prevent them all being Agatha Christie Mysteries with a fairly distinctive style. No. But when your chance of death doesn't go back up it's become easy by those standards - assuming death is how you measure failure. To use an example, I've already mentioned American Ninja Warrior. The first round qualifier is hard. Hard enough that there is no way I could do it in this lifetime. Hard enough that if an expert slips they tumble out (I believe Brent Steffenson did this year). But it's also of fixed difficulty and there are a lot of difficulty steps between the qualifier and the final rounds. I know my 4e games are harder than average - but I've also quite deliberately had to teach the players in one of my groups to do such things as focus fire. (Burning monsters that take half damage until you douse their flames for a round, and a couple of elemental icicles as weapons are [I]really[/I] good for this). [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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