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<blockquote data-quote="iserith" data-source="post: 7180245" data-attributes="member: 97077"><p>I'll work hard to win them over. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>That's not borne out by my experience. Players take tons of risks. It's also a popular personal characteristic (trait, ideal, bond, flaw) to be prone to taking risks in my games. That's so players can reliably get Inspiration by doing things like taking risks. As usual, they tend do stuff they're rewarded to do and risk-taking is generally something I want to reward. A reasonable amount of failure mitigation is normal in my view. To go back to the original topic as to adjusted XP and difficult, this is how they reduce the difficulty of the challenge.</p><p></p><p></p><p></p><p>One would hope it would be the players thrusting themselves into such dangers. (Okay, that sounded weird.) I didn't thrust the players into a situation where they had to fight the chain devil I mentioned upthread, for example. The players chose to do that. Is there not a choice on whether and how to engage in some games?</p></blockquote><p></p>
[QUOTE="iserith, post: 7180245, member: 97077"] I'll work hard to win them over. :) That's not borne out by my experience. Players take tons of risks. It's also a popular personal characteristic (trait, ideal, bond, flaw) to be prone to taking risks in my games. That's so players can reliably get Inspiration by doing things like taking risks. As usual, they tend do stuff they're rewarded to do and risk-taking is generally something I want to reward. A reasonable amount of failure mitigation is normal in my view. To go back to the original topic as to adjusted XP and difficult, this is how they reduce the difficulty of the challenge. One would hope it would be the players thrusting themselves into such dangers. (Okay, that sounded weird.) I didn't thrust the players into a situation where they had to fight the chain devil I mentioned upthread, for example. The players chose to do that. Is there not a choice on whether and how to engage in some games? [/QUOTE]
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