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Different party, same adventure, big variation
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<blockquote data-quote="Piratecat" data-source="post: 4831841" data-attributes="member: 2"><p>Heh. Sorry, man. <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><p></p><p>I mean that, ultimately, I think it's a false dichotomy for me to say "I've placed this monster in my world so now I can't change it." It's only status quo if I decide it is. So long as the players aren't going to notice a change (because they haven't fought it yet or because the change is subtle) I'm more than happy to change anything I like. They'll never know, and it's my responsibility to make my game as much fun as possible for everyone playing. If making a monster harder or easier ups that fun quotient, I see literally no downside to adjusting stats.</p><p></p><p>That's why sandbox games don't always work for me. One of my friends used to brag that he had placed monsters of all different strengths throughout his world, and woe betide us if we stumbled into one that was far too tough. He felt really good about creating a consistent and logical world, but playability was what suffered unless he found a way to steer PCs to "appropriate" encounters.</p><p></p><p>Mind you, I'm a believer in tough dragon fights. In your case I may have left the dragon stats alone, but had a NPC telling the PCs they were crazy for attempting it without protection and healing. I would have made potions easily available with a little bit of searching, and then if they ignored that hint I would have let the dice fell where they may. I'm a big believer in being fair even if that means the party gets its butt kicked because they aren't thinking.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4831841, member: 2"] Heh. Sorry, man. :) I mean that, ultimately, I think it's a false dichotomy for me to say "I've placed this monster in my world so now I can't change it." It's only status quo if I decide it is. So long as the players aren't going to notice a change (because they haven't fought it yet or because the change is subtle) I'm more than happy to change anything I like. They'll never know, and it's my responsibility to make my game as much fun as possible for everyone playing. If making a monster harder or easier ups that fun quotient, I see literally no downside to adjusting stats. That's why sandbox games don't always work for me. One of my friends used to brag that he had placed monsters of all different strengths throughout his world, and woe betide us if we stumbled into one that was far too tough. He felt really good about creating a consistent and logical world, but playability was what suffered unless he found a way to steer PCs to "appropriate" encounters. Mind you, I'm a believer in tough dragon fights. In your case I may have left the dragon stats alone, but had a NPC telling the PCs they were crazy for attempting it without protection and healing. I would have made potions easily available with a little bit of searching, and then if they ignored that hint I would have let the dice fell where they may. I'm a big believer in being fair even if that means the party gets its butt kicked because they aren't thinking. [/QUOTE]
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