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<blockquote data-quote="Voadam" data-source="post: 9206279" data-attributes="member: 2209"><p>Easy, how tough do you want an encounter to be based on narrative and setup? Make it that tough.</p><p></p><p>The CR system and judging challenge works better if the players are on an even baseline instead of maybe 5 PCs will nova, maybe none of them will use any expendable resources as the baseline variability.</p><p></p><p>If you want Old School low level lethality then make the encounters tough and lethal.</p><p></p><p>If you want it based on random encounters for the terrain in a sandbox then do so.</p><p></p><p>If you want action hero or anime heroics then the PCs generally shine and kick butt over their foes in combat.</p><p></p><p>Only if the narrative and setup is that fights are always challenging. Most narratives will have variability in the challenge of the different fights.</p><p></p><p>Even if you want a consistently high challenge game that is fairly easy to set up, just pick encounters of that target level of challenge. It is easier to do with PCs being on a more consistent baseline than if they had bigger possible variations from the use or absence of more powerful and swingier daily/long rest based powers.</p><p></p><p>Or fights will vary in how tough they are generally with narratively tough opponents being tough challenges.</p><p></p><p>The default x per day limit pacing encounter design calls for and allows variability of fights within that limit. You can do that too with per encounter resource management.</p><p></p><p>Whether most fights and how many fights are easy or hard will depend on what the DM throws at the party and the narrative genre and tone the DM is going for.</p><p></p><p>The weaker opponent fights are generally narratively there for the characters to either shine and look cool, or to go through fairly quickly as a minor obstacle which makes narrative sense to be there and to be overcome fairly easily. What they are not there for is a small cumulative wearing down of game day based resources.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9206279, member: 2209"] Easy, how tough do you want an encounter to be based on narrative and setup? Make it that tough. The CR system and judging challenge works better if the players are on an even baseline instead of maybe 5 PCs will nova, maybe none of them will use any expendable resources as the baseline variability. If you want Old School low level lethality then make the encounters tough and lethal. If you want it based on random encounters for the terrain in a sandbox then do so. If you want action hero or anime heroics then the PCs generally shine and kick butt over their foes in combat. Only if the narrative and setup is that fights are always challenging. Most narratives will have variability in the challenge of the different fights. Even if you want a consistently high challenge game that is fairly easy to set up, just pick encounters of that target level of challenge. It is easier to do with PCs being on a more consistent baseline than if they had bigger possible variations from the use or absence of more powerful and swingier daily/long rest based powers. Or fights will vary in how tough they are generally with narratively tough opponents being tough challenges. The default x per day limit pacing encounter design calls for and allows variability of fights within that limit. You can do that too with per encounter resource management. Whether most fights and how many fights are easy or hard will depend on what the DM throws at the party and the narrative genre and tone the DM is going for. The weaker opponent fights are generally narratively there for the characters to either shine and look cool, or to go through fairly quickly as a minor obstacle which makes narrative sense to be there and to be overcome fairly easily. What they are not there for is a small cumulative wearing down of game day based resources. [/QUOTE]
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