41. In any well balanced dungeon with appropriate challenges, players will find a way to pull multiple encounters to their current location to create inappropriately difficult challenge. The more time you spend balancing the encounters, the more likely the players are to pull multiple encounters.
42. The more time you spend preparing for the players to approach a challenge in a particular way, the less likely it is that the players will treat the challenge in that way. For example, players will attempt to ambush or surprise foils if you carefully detail a complex RP challenge, they'll refuse to chase fleeing foes if carefully prepare a chase scene, and they'll evade or attempt to negotiate with monsters in carefully prepared combat scenarios. This remains true regardless of whether the alternative approach is much more difficult than the one you planned for (ei, deciding to attack a king and his body guard of high level knights, attempting to negotiate with a hungry dragon, etc.)