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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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<blockquote data-quote="Gansk" data-source="post: 6708037" data-attributes="member: 16383"><p>Coming from an AD&D background myself, I can understand your feelings. It is important that the DM also get a sense of satisfaction by challenging the players - there is too much work involved if that feeling is not there. I think the standard rules are working against you here, forcing you into "encounter inflation" that may cause too much of a distraction compared to an AD&D campaign where you could describe a wight coming out of a graveyard and immediately induce a "Run!" response. Those moments are so much fun for a DM.</p><p></p><p>One important factor about encounters in the post-2e era is that there are so many monsters that are potentially unfamiliar to the players, they naturally assume that fighting them will not result in death unless one smacks them in the mouth. Then sometimes it feels unfair - there is a balancing act depending on how badly they are smacked, how fresh they were going into the fight, etc. That's why I feel it is important to introduce some kind of Insight mechanic which allows players to size up their opponents if they want before experiencing the smack down. Parties that are running out of resources can have more information that incentivizes them to run or parley instead of immediately fighting and hoping for the best. </p><p></p><p>If the players are inclined to swingy combats by allowing a critical failure chart, maybe you can propose a trade of that chart for a critical hit or lingering wound chart, which only takes effect if the resulting hp drops to 0. This would induce fear when the hp drops to single digits, instead of creating complications at more random moments when a 1 is rolled. Of course the chart can have positive results on a roll of 20 (back to 1 hp, no longer unconscious). Results of 17-19 can create a scar that the PC can brag about but has no mechanical effect.</p></blockquote><p></p>
[QUOTE="Gansk, post: 6708037, member: 16383"] Coming from an AD&D background myself, I can understand your feelings. It is important that the DM also get a sense of satisfaction by challenging the players - there is too much work involved if that feeling is not there. I think the standard rules are working against you here, forcing you into "encounter inflation" that may cause too much of a distraction compared to an AD&D campaign where you could describe a wight coming out of a graveyard and immediately induce a "Run!" response. Those moments are so much fun for a DM. One important factor about encounters in the post-2e era is that there are so many monsters that are potentially unfamiliar to the players, they naturally assume that fighting them will not result in death unless one smacks them in the mouth. Then sometimes it feels unfair - there is a balancing act depending on how badly they are smacked, how fresh they were going into the fight, etc. That's why I feel it is important to introduce some kind of Insight mechanic which allows players to size up their opponents if they want before experiencing the smack down. Parties that are running out of resources can have more information that incentivizes them to run or parley instead of immediately fighting and hoping for the best. If the players are inclined to swingy combats by allowing a critical failure chart, maybe you can propose a trade of that chart for a critical hit or lingering wound chart, which only takes effect if the resulting hp drops to 0. This would induce fear when the hp drops to single digits, instead of creating complications at more random moments when a 1 is rolled. Of course the chart can have positive results on a roll of 20 (back to 1 hp, no longer unconscious). Results of 17-19 can create a scar that the PC can brag about but has no mechanical effect. [/QUOTE]
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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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