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Didn’t Mike Mearls propose a one-roll combat encounter?
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<blockquote data-quote="DND_Reborn" data-source="post: 8632627" data-attributes="member: 6987520"><p>Your feeling--feel whatever you want.</p><p></p><p></p><p>First, yes, I totally ignore the guidelines because they put the game in "easy mode" (yeah, that platinum platter...).</p><p></p><p>But, even with that, I throw more hard encounters than anything else. They pose a reasonable threat, use reasonable resources, etc. They are challenging without being over taxing IMO. However, with enough of those, the PCs will face defeat from the next one and so must react accordingly as I've described. Sometimes they are stubborn or come up with something so they can win it, but that is less common than more common.</p><p></p><p></p><p>Second, I said nothing about encounters/day. Everything I discussed was about encounters per session. One has <em>nothing</em> to do with the other.</p><p></p><p>Perhaps by "day" you mean "session"? But IME when most people talk about encounters/day they mean "adventuring day", particularly when they also reference using the guidelines for encounter-building, etc.</p><p></p><p></p><p>It can seem like a reach or not, but it is. As you've stated, the players are <em>expected</em> to win--that is the default design. Personally, I have never been fond of playing a game where I know I am pretty much going to win. YMMV, of course. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p></p><p>Well, those encounter guidelines are just that, <em>guidelines</em>... not rules. One has little, if anything, to do with the other. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8632627, member: 6987520"] Your feeling--feel whatever you want. First, yes, I totally ignore the guidelines because they put the game in "easy mode" (yeah, that platinum platter...). But, even with that, I throw more hard encounters than anything else. They pose a reasonable threat, use reasonable resources, etc. They are challenging without being over taxing IMO. However, with enough of those, the PCs will face defeat from the next one and so must react accordingly as I've described. Sometimes they are stubborn or come up with something so they can win it, but that is less common than more common. Second, I said nothing about encounters/day. Everything I discussed was about encounters per session. One has [I]nothing[/I] to do with the other. Perhaps by "day" you mean "session"? But IME when most people talk about encounters/day they mean "adventuring day", particularly when they also reference using the guidelines for encounter-building, etc. It can seem like a reach or not, but it is. As you've stated, the players are [I]expected[/I] to win--that is the default design. Personally, I have never been fond of playing a game where I know I am pretty much going to win. YMMV, of course. 🤷♂️ Well, those encounter guidelines are just that, [I]guidelines[/I]... not rules. One has little, if anything, to do with the other. :) [/QUOTE]
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Didn’t Mike Mearls propose a one-roll combat encounter?
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