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DMs! Have you ever had a “boss encounter” turn into a cakewalk? What happened?
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<blockquote data-quote="5ekyu" data-source="post: 7540524" data-attributes="member: 6919838"><p>Regarding this graph...</p><p>"But that is what the game is about. A lot of the suspense comes from the chance for failure and success. While the DM is in his rights to change things, I don't think you are being 'a slave to fate' for following the rules of the game as they are laid out. Plus, a DM who understands how to balance his encounters does not need to change the outcome of die rolls, ever."</p><p></p><p>My take on this is that it's about timing... as in the wrong time to think about "do I need a parachute" is **after** you jump out of the plane.</p><p></p><p>If you dont want the *fateful moment* to come down to a single roll, dont dedign and push it that way so much that you have to then make the choices thst got you there pointless.</p><p></p><p>Is your climax out of the box built as "one roll up or down"? If so, that's pretty out of sorts if you and your players wont like that.</p><p></p><p>Is your climax a whole lots of choices and resolutions and they happen to end up st one key roll? Well, then a unilateral takeover at that point puts the lie to all those choices. On top of that, yeah, there likely should be more variety there - I know many of my NPC etc do not work all that way to then let it all rest on a chance - so run/negotiate/abandon are part of their setups. Frankly, it's rather uncommon for the key yo the mission being *kill the boss* but often they are just *in the waay* or more of a stretch goal - which opens the chances of loss of the fight but still great outcomes and heroic tales. </p><p></p><p>After all, one awesome epilog and campaign wrap trope is the scene where survivors lift a cup and tell the tales in honor of those who gave it all so the rest could live. I cant imagine how jnsatisfactory it would feel if that was reached by "and then the GM decided that this was how it should turn out" instead of "at that point they chose to... "</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7540524, member: 6919838"] Regarding this graph... "But that is what the game is about. A lot of the suspense comes from the chance for failure and success. While the DM is in his rights to change things, I don't think you are being 'a slave to fate' for following the rules of the game as they are laid out. Plus, a DM who understands how to balance his encounters does not need to change the outcome of die rolls, ever." My take on this is that it's about timing... as in the wrong time to think about "do I need a parachute" is **after** you jump out of the plane. If you dont want the *fateful moment* to come down to a single roll, dont dedign and push it that way so much that you have to then make the choices thst got you there pointless. Is your climax out of the box built as "one roll up or down"? If so, that's pretty out of sorts if you and your players wont like that. Is your climax a whole lots of choices and resolutions and they happen to end up st one key roll? Well, then a unilateral takeover at that point puts the lie to all those choices. On top of that, yeah, there likely should be more variety there - I know many of my NPC etc do not work all that way to then let it all rest on a chance - so run/negotiate/abandon are part of their setups. Frankly, it's rather uncommon for the key yo the mission being *kill the boss* but often they are just *in the waay* or more of a stretch goal - which opens the chances of loss of the fight but still great outcomes and heroic tales. After all, one awesome epilog and campaign wrap trope is the scene where survivors lift a cup and tell the tales in honor of those who gave it all so the rest could live. I cant imagine how jnsatisfactory it would feel if that was reached by "and then the GM decided that this was how it should turn out" instead of "at that point they chose to... " [/QUOTE]
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DMs! Have you ever had a “boss encounter” turn into a cakewalk? What happened?
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