Lanefan
Victoria Rules
Either way there's more tension.I find those moments are actually false drama or false tension, just like how having to roll a die in order to do something might appear to add tension to a situation even when it really doesn't (i.e. it is the game element which the player is feeling tension over, not the narrative which is actually tense).
The bigger question is *should* the character (or player) ever be able to fully understand the risk, or know whether they can match their foe or not?I find it very important in enabling a player to actually understand how much risk a course of action involves for there to be a more consistent and predictable quality to combat. Having no idea whether or not your character can actually match their foe is not, in my opinion, helpful beyond the very first round of engagement.
However there's also zero chance of a party getting lucky and taking out something they shouldn't, or a weak foe getting lucky and hammering the party, and this takes some of the fun out of it for me as player, never mind as DM.For example, in last night's session the party faced off against a chasme for the first time and were unsure how difficult it would be to face it head on and come out victorious so they could collect the treasures it was lazily sifting through when they came upon it. In the first round it scored a critical hit, and because I don't roll all of the dice there was zero chance that the players underestimate the danger of the creature because of a low roll (nothing is more misleading than a critical hit for minimum damage) and also zero chance of a single pair of lucky rolls (a crit for high damage) killing off a character with no opportunity to learn or interact.
Example: in a game I play in now and then (it runs only when something else for whatever reason doesn't) our last action was to have two characters take out by themselves* a demon that was supposed to be a major challenge for the whole party. We're still not sure how we did it other than we got lucky in that when we hit the thing we rolled well on damage, and it didn't hurt us as badly as random chance says it should have. And to me this is why we do this; for moments like this where you really beat the odds. But when randomness is minimized or removed entirely there's no odds to beat, and that's just not as exciting.
* - they were by themselves because the rest of the party was engaged in a full-out brawl within itself behind the play, and the two had gone slightly ahead and got cut off. Nominations doubtless coming for play of the year (for the two) and most humourous incident (for the rest) for our annual awards, from the same sequence!
Example the other way: last weekend in the game I run a fairly powerful party were near a hidden entrance to a dungeon after dark, waiting for a planned diversion to draw the occupants' attention elsewhere; and a group of half a dozen Orcs** blundered right into their midst (both Orcs and party horribly failed their perception/surprise rolls). The resulting combat, which on paper should have taken a couple of segments at most and probably been pretty quiet, went on for a noisy round and a half - those Orcs were heroic! - and kinda butchered the party's chance of sneaking in. This encounter, which I'd normally rate at the "stupidly easy" level, wasn't; and caused them some headaches.
** - as opposed to true "wandering monsters" these Orcs had left via the same entrance earlier - the party had even found their tracks - and were returning just after nightfall as they were supposed to.
Lan-"the character of this name was in fact the one that started the brawl, long story"-efan