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General Tabletop Discussion
*Pathfinder & Starfinder
DMing philosophy, from Lewis Pulsipher
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<blockquote data-quote="Libramarian" data-source="post: 6315201" data-attributes="member: 6688858"><p>This is a bit exaggerated but not entirely unfair. I think it's important that planning helps but never totally eliminates risk. Or else planning incurs its own risk (e.g. more wandering monster rolls for taking too long). It's a bit of a tricky balance because it depends on the players and their attitudes towards risk. Good DM-player chemistry makes for a much faster moving game. Not every old style dungeon is like the Tomb of Horrors. I actually think that PCs are supposed to be pretty confident in pure combat situations. In my games I'm moving towards more of a hack and slash style to combat encounters. As [MENTION=22779]Hussar[/MENTION] has pointed out AD&D monsters are actually pretty weak in general. This makes it hard to put together good "solos" but it works well for lair battles where the last room has two dozen orcs to carve through.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6315201, member: 6688858"] This is a bit exaggerated but not entirely unfair. I think it's important that planning helps but never totally eliminates risk. Or else planning incurs its own risk (e.g. more wandering monster rolls for taking too long). It's a bit of a tricky balance because it depends on the players and their attitudes towards risk. Good DM-player chemistry makes for a much faster moving game. Not every old style dungeon is like the Tomb of Horrors. I actually think that PCs are supposed to be pretty confident in pure combat situations. In my games I'm moving towards more of a hack and slash style to combat encounters. As [MENTION=22779]Hussar[/MENTION] has pointed out AD&D monsters are actually pretty weak in general. This makes it hard to put together good "solos" but it works well for lair battles where the last room has two dozen orcs to carve through. [/QUOTE]
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