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D&d We Have Became Too Nice
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<blockquote data-quote="Henry" data-source="post: 371154" data-attributes="member: 158"><p>Two adventures from WotC stand out in my mind - Lord of the Iron Fortress, and Bastion of Broken Souls. Those are two modules with some lethal challenges in them, to be sure.</p><p></p><p>However, I think what you are focusing on is that CR encounters are EXPECTED to be survived. In the past, DM's seemed to line things up with a 60/40 success rate or even 50/50. Now, however, the standard is "does it use up 15 to 25% of the party resources?" not "How many PC's does it kill?"</p><p></p><p>This shift has occurred over decades, not overnight. While still lethal encounters exist, the "standard" encounter is weighted heavily toward the PC's. In an age of role-play development, I beleive this is really as it should be. The threat of death should be present, but not overwhelming. In White plume mountain, there were myriad ways to die by bad rolls of the dice. However, this does not keep the average player coming back to the table if his characters frequently die - only devoted players. This paradigm shift is for obvious reasons.</p><p></p><p>There's nothing wrong with playing a "pedal to the metal" campaign - but for the general health of the game as a whole, it's not the way that the game designers needed to take it.</p></blockquote><p></p>
[QUOTE="Henry, post: 371154, member: 158"] Two adventures from WotC stand out in my mind - Lord of the Iron Fortress, and Bastion of Broken Souls. Those are two modules with some lethal challenges in them, to be sure. However, I think what you are focusing on is that CR encounters are EXPECTED to be survived. In the past, DM's seemed to line things up with a 60/40 success rate or even 50/50. Now, however, the standard is "does it use up 15 to 25% of the party resources?" not "How many PC's does it kill?" This shift has occurred over decades, not overnight. While still lethal encounters exist, the "standard" encounter is weighted heavily toward the PC's. In an age of role-play development, I beleive this is really as it should be. The threat of death should be present, but not overwhelming. In White plume mountain, there were myriad ways to die by bad rolls of the dice. However, this does not keep the average player coming back to the table if his characters frequently die - only devoted players. This paradigm shift is for obvious reasons. There's nothing wrong with playing a "pedal to the metal" campaign - but for the general health of the game as a whole, it's not the way that the game designers needed to take it. [/QUOTE]
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