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<blockquote data-quote="Fanaelialae" data-source="post: 8833775" data-attributes="member: 53980"><p>I still disagree with your premise, that it's easier to make a hard game easy, than it is to make an easy game hard.</p><p></p><p>Some people did assert that to be the case, but they didn't give much to support it beyond their own opinions.</p><p></p><p>I showed how you can make an easy game hard. Add in the features I posted earlier in the thread. Even without doing so, you can increase the number of monsters, use terrain that favors the monsters, or even something like giving monsters max HP. Use options like gritty rests. And if it's still too easy? Pile on some additional difficulty. Unless the PCs are infinitely capable (and speaking from experience, I assure you that 5e PCs are not, even at the highest levels) eventually you will reach a point where they are challenged. It is literally inevitable.</p><p></p><p>IME, making a hard game easier is much more difficult. You can lessen the difficulty of encounters, but there's a limit. At a certain point, it becomes unsatisfying to have a mid level party that can only handle low level threats because the default difficulty is calibrated too high. Moreover, it creates issues for new groups who may have to slog through numerous TPKs before they figure out what to do. And that's if they stick around at all.</p><p></p><p>As for the DM being the "bad guy" for making the game hard, that doesn't make sense to me. If your players are on board, you're not being a bad guy by providing them with a high challenge game. If they're not on board, the DM is being a bad guy regardless of whether they make WOTC their scapegoat. It's pure poppycock. Even if WOTC put the monster in the book, the DM is the one who put it in the game. If you honestly think that this passes beneath the notice of most players, then I think you seriously underestimate the intelligence of most players.</p><p></p><p>A game is best when it's designed for the play base. That might mean one specialized tool. It might mean lots of tools. Depends on the game. Designing the game to be less fun for the player base is a strategy where pretty much everyone loses.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8833775, member: 53980"] I still disagree with your premise, that it's easier to make a hard game easy, than it is to make an easy game hard. Some people did assert that to be the case, but they didn't give much to support it beyond their own opinions. I showed how you can make an easy game hard. Add in the features I posted earlier in the thread. Even without doing so, you can increase the number of monsters, use terrain that favors the monsters, or even something like giving monsters max HP. Use options like gritty rests. And if it's still too easy? Pile on some additional difficulty. Unless the PCs are infinitely capable (and speaking from experience, I assure you that 5e PCs are not, even at the highest levels) eventually you will reach a point where they are challenged. It is literally inevitable. IME, making a hard game easier is much more difficult. You can lessen the difficulty of encounters, but there's a limit. At a certain point, it becomes unsatisfying to have a mid level party that can only handle low level threats because the default difficulty is calibrated too high. Moreover, it creates issues for new groups who may have to slog through numerous TPKs before they figure out what to do. And that's if they stick around at all. As for the DM being the "bad guy" for making the game hard, that doesn't make sense to me. If your players are on board, you're not being a bad guy by providing them with a high challenge game. If they're not on board, the DM is being a bad guy regardless of whether they make WOTC their scapegoat. It's pure poppycock. Even if WOTC put the monster in the book, the DM is the one who put it in the game. If you honestly think that this passes beneath the notice of most players, then I think you seriously underestimate the intelligence of most players. A game is best when it's designed for the play base. That might mean one specialized tool. It might mean lots of tools. Depends on the game. Designing the game to be less fun for the player base is a strategy where pretty much everyone loses. [/QUOTE]
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