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DMs are too easy on their players
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<blockquote data-quote="Jhaelen" data-source="post: 3630150" data-attributes="member: 46713"><p>What almost everyone seems to forget or choose to ignore is that encounters should be balanced <strong>on average</strong>. There should be encounters that aren't really a threat and there should be encounters that are probably impossible to overcome.</p><p></p><p>There's a table showing a balanced distribution of encounter levels in the DMG:</p><p>Never forget this 5% chance for an encounter with an EL 5+ higher than the party's average level. I believe, these are really important to truly enjoy the game. If there's no challenge, it's no fun.</p><p></p><p>I've seen players go mad because of a deadly encounter but I keep telling them: Use your judgment! If you feel the encounter might be too tough, act accordingly. Run for it, if you have to.</p><p>I'm always trying to make sure there are enough clues available (at least for those actually looking for them) to recognize an overwhelming threat before a TPK occurs. That's only fair, considering the amount of effort put into creating a well-rounded character.</p><p></p><p>Some of the most memorable encounters in my gaming career have been those where some character made a final-stand to buy his companions time to get away. I definitely wouldn't like to miss those moments and neither would my players!</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 3630150, member: 46713"] What almost everyone seems to forget or choose to ignore is that encounters should be balanced [b]on average[/b]. There should be encounters that aren't really a threat and there should be encounters that are probably impossible to overcome. There's a table showing a balanced distribution of encounter levels in the DMG: Never forget this 5% chance for an encounter with an EL 5+ higher than the party's average level. I believe, these are really important to truly enjoy the game. If there's no challenge, it's no fun. I've seen players go mad because of a deadly encounter but I keep telling them: Use your judgment! If you feel the encounter might be too tough, act accordingly. Run for it, if you have to. I'm always trying to make sure there are enough clues available (at least for those actually looking for them) to recognize an overwhelming threat before a TPK occurs. That's only fair, considering the amount of effort put into creating a well-rounded character. Some of the most memorable encounters in my gaming career have been those where some character made a final-stand to buy his companions time to get away. I definitely wouldn't like to miss those moments and neither would my players! [/QUOTE]
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