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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E DM's - what have you learned?
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<blockquote data-quote="Riastlin" data-source="post: 5844172" data-attributes="member: 94022"><p>I don't know if its 4e so much or just the continued experience from running a game the last few years, but I've learned that PC's are quite capable of pulling out remarkable feats against long odds (moreso in 4ed admittedly).</p><p></p><p>I've also seen the advantages of thinking about the environment of the encounter, and not just the monsters. The most memorable encounters tend to be the ones where there is some sort of an environmental advantage/disadvantage (be it terrain, a trap, a ritual that's ongoing, etc.). Clever PCs will find ways to use these to their advantage (even if they were initially a disadvantage). </p><p></p><p>All of it really ramps up to never underestimate the PCs, no matter how sure you are that you have them over the proverbial barrel, they can surprise you. Its a nice lesson to learn, knowing that at times, its okay to throw away the rulebook so to speak. Ironically, the DM Experience column for today comments a bit on this and talks about how he gave his group a much too powerful item (based on party level and the item itself) early on in the campaign. In theory, it could have really destroyed the campaign, but instead he's made it work and the item became a big part of the game, without breaking it.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5844172, member: 94022"] I don't know if its 4e so much or just the continued experience from running a game the last few years, but I've learned that PC's are quite capable of pulling out remarkable feats against long odds (moreso in 4ed admittedly). I've also seen the advantages of thinking about the environment of the encounter, and not just the monsters. The most memorable encounters tend to be the ones where there is some sort of an environmental advantage/disadvantage (be it terrain, a trap, a ritual that's ongoing, etc.). Clever PCs will find ways to use these to their advantage (even if they were initially a disadvantage). All of it really ramps up to never underestimate the PCs, no matter how sure you are that you have them over the proverbial barrel, they can surprise you. Its a nice lesson to learn, knowing that at times, its okay to throw away the rulebook so to speak. Ironically, the DM Experience column for today comments a bit on this and talks about how he gave his group a much too powerful item (based on party level and the item itself) early on in the campaign. In theory, it could have really destroyed the campaign, but instead he's made it work and the item became a big part of the game, without breaking it. [/QUOTE]
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