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Balancing "RP" and "G"
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<blockquote data-quote="swrushing" data-source="post: 2744804" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>Ok so letds assume these were good decisions, based on sound info and past experiences and "in character". </p><p></p><p>yes, the players dice which are not in anyone's control and the Gm's dice (control of which is the issue at hand) went out of whack.</p><p></p><p>well, getting close and stabbing especially when flanking is usually considered good tactics for a sneak. Maybe the troll rolls good 20s critted and rended all in one set of full attacks.</p><p></p><p>So, in your preferable choice, all the players made good choices in setting up the fight, then the dice went all wonky and two died and two fled.</p><p></p><p>this seems, by best light interpretation, like two players decision were trumped on by dice (good choices result in death for no reason beyonmd bad dice luck) and the other two made a later choice which was important.</p><p></p><p>that seems like a 50% success rate on the "empower player/decisions matter" meter.</p><p></p><p>if a fudge would let the encounter win out for the PCs, but they take a lot more damage than expected due to bad dice luck etc... it seems like they all got "empowered players/decisions matter". a 100% result?</p><p></p><p>Why settle for 50% when i can get 100%?</p><p></p><p>and i don't need dead PCs to get story motivation for my players.</p><p></p><p></p><p></p><p>For the nth time, because of all the other good results and their variety and flavor they can add. There is more coming out of a combat than who wins and who dies. or at least there often is for my games. </p><p></p><p>Deciding as Gm that due to good planning and precautions the troll will not be able to kill multiple party members and will the troll will lose this fight in the end DOESN"T equate to "so there is nothing of use in playing out this fight nor any good that can be derived or no flavor or story that can develop from it." </p><p></p><p>Its for all those other bits that this fight is run. Thats where the import lies, where the meaning comes from, in the 99% good and useful results, not in the other 1%.</p><p></p><p>I am not running this fight for the 1% chance the PCs get killed and lose. i am not running this for the TPK chance. I dont go to car races to see the crash either.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2744804, member: 14140"] [/QUOTE] Ok so letds assume these were good decisions, based on sound info and past experiences and "in character". yes, the players dice which are not in anyone's control and the Gm's dice (control of which is the issue at hand) went out of whack. well, getting close and stabbing especially when flanking is usually considered good tactics for a sneak. Maybe the troll rolls good 20s critted and rended all in one set of full attacks. So, in your preferable choice, all the players made good choices in setting up the fight, then the dice went all wonky and two died and two fled. this seems, by best light interpretation, like two players decision were trumped on by dice (good choices result in death for no reason beyonmd bad dice luck) and the other two made a later choice which was important. that seems like a 50% success rate on the "empower player/decisions matter" meter. if a fudge would let the encounter win out for the PCs, but they take a lot more damage than expected due to bad dice luck etc... it seems like they all got "empowered players/decisions matter". a 100% result? Why settle for 50% when i can get 100%? and i don't need dead PCs to get story motivation for my players. For the nth time, because of all the other good results and their variety and flavor they can add. There is more coming out of a combat than who wins and who dies. or at least there often is for my games. Deciding as Gm that due to good planning and precautions the troll will not be able to kill multiple party members and will the troll will lose this fight in the end DOESN"T equate to "so there is nothing of use in playing out this fight nor any good that can be derived or no flavor or story that can develop from it." Its for all those other bits that this fight is run. Thats where the import lies, where the meaning comes from, in the 99% good and useful results, not in the other 1%. I am not running this fight for the 1% chance the PCs get killed and lose. i am not running this for the TPK chance. I dont go to car races to see the crash either. [/QUOTE]
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