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<blockquote data-quote="Stalker0" data-source="post: 8695223" data-attributes="member: 5889"><p>Well from the players perspective, there aren't bandits on both roads. There are bandits on the road west where they went, they have no idea what was on the north road because they didn't go that way.</p><p></p><p>And the reason for using the same encounter, not every DM is great at just whipping up encounters. Or maybe the DM puts in some real oomph into this encounter, really puts in the work....creates some interesting terrain, maybe a cool bandit captain to taunt the players, really tries to make the encounter interesting and cool. Or....they could just throw a few random monsters that will be a speed bump.</p><p></p><p>DM encounter design takes time and effort, and not every DM has time to spare. So why not use the same encounter on either road (that the players will never know about) and make it a really cool encounter that the players will probably greatly enjoy, versus just ad hocing some basic encounter because you couldn't bare to invalidate one piece of the player's choice that isn't even that important to the story, when you have plenty of fun impactful choices just waiting for them when they get to town.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8695223, member: 5889"] Well from the players perspective, there aren't bandits on both roads. There are bandits on the road west where they went, they have no idea what was on the north road because they didn't go that way. And the reason for using the same encounter, not every DM is great at just whipping up encounters. Or maybe the DM puts in some real oomph into this encounter, really puts in the work....creates some interesting terrain, maybe a cool bandit captain to taunt the players, really tries to make the encounter interesting and cool. Or....they could just throw a few random monsters that will be a speed bump. DM encounter design takes time and effort, and not every DM has time to spare. So why not use the same encounter on either road (that the players will never know about) and make it a really cool encounter that the players will probably greatly enjoy, versus just ad hocing some basic encounter because you couldn't bare to invalidate one piece of the player's choice that isn't even that important to the story, when you have plenty of fun impactful choices just waiting for them when they get to town. [/QUOTE]
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