Another thread got me thinking: do you like the "monsters/enemies as puzzles" paradigm of encounter design.
That is, if a monster only has specific weaknesses that have to be sussed out, of there is a solution to the encounter built into the creature or location or something else in the setup? More generally, are you okay with having to think outside the box and your character sheet to solve an encounter or beat a monster?
Should the expectation of a dungeon exploration game (just by way of example) be that you will need a gold bag full of different weapons, a backpack full of rope and spikes, and a whole lot of luck to make it through and get the loot?
All this as opposed to being able to consistently rely on what you built your character to do? I know that each version/edition of the game expects and allows for different degrees of that kind of "building" and each GM allows/expects different levels of improvisation and creative application of abilities, so I am asking about PREFERENCES, not rules.
That is, if a monster only has specific weaknesses that have to be sussed out, of there is a solution to the encounter built into the creature or location or something else in the setup? More generally, are you okay with having to think outside the box and your character sheet to solve an encounter or beat a monster?
Should the expectation of a dungeon exploration game (just by way of example) be that you will need a gold bag full of different weapons, a backpack full of rope and spikes, and a whole lot of luck to make it through and get the loot?
All this as opposed to being able to consistently rely on what you built your character to do? I know that each version/edition of the game expects and allows for different degrees of that kind of "building" and each GM allows/expects different levels of improvisation and creative application of abilities, so I am asking about PREFERENCES, not rules.