Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Do players really want balance?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Guest 7037866" data-source="post: 9481682"><p>Sure, that will certainly happen if the PCs rest enough that they approach most encounters at full strength (or close to it)!</p><p></p><p>But that that point, like the other poster's examples, just plan on every encounter being at a minimum Hard, and often Deadly or worse.</p><p></p><p>For myself, I've found my players nearly have heart attacks when the encounters are deadly (as an attrition game!). Their resources get depleted, but there is still more to do. Can they rest? Do they dare leave and try to come back? Who knows what else will be waiting then!? Can they handle the "next room" or not?</p><p></p><p>In our game Friday, my DM PC died. The party was four 6th-level characters (Rogue, Fighter, Paladin, Sorcerer/Cleric) against two sea hags and four sahuagins. The adjusted XP total makes this a Hard encounter, which it was, and dumb luck (failed a save by 1) droppe my PC to 0 hit and in the clutches of a sea hag. A failed death save followed by a critical hit on a downed PC for a double-tap ened his adventuring career.</p><p></p><p>The next encounter was now 3 against 6 (sahuagin coral smashers). This was now (with one less PC) a "beyond" Deadly encounter. It nearly resulted in a TPK at that point. The party was decimated in the end and fortunate that it was the final combat of the adventure.</p><p></p><p>All in all, I have found the attrition method works well <em>if</em> your game can play that way. Otherwise, yes, you certainly will have to ramp up the difficulty to a minimum of Hard IMO.</p><p></p><p></p><p>Fine, I wished you had expressed that a bit more clearly. However, in my experience I have found A) is not often true in an attrition-run game (things tend to even out) and B) a lot of DMs misjudge what a group could handle.</p><p></p><p></p><p>I think they are aimed at the attrition end, not a "low end".</p><p></p><p>However, I know since I do encounters based on the story and not a game-enforced design that often hard encounters won't be hard, but after sufficient attrition a medium encounter might become deadly or even a TPK. I've had times when I had well over a dozen encounters between long rests, and many more times when I had only one. For me, the story drives that, and I don't expect by any stretch of my imagination that most encounters will be (or should be at a certain point!) challenging to the PCs. It is the series of encounters over time which results in the real tension rising!</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9481682"] Sure, that will certainly happen if the PCs rest enough that they approach most encounters at full strength (or close to it)! But that that point, like the other poster's examples, just plan on every encounter being at a minimum Hard, and often Deadly or worse. For myself, I've found my players nearly have heart attacks when the encounters are deadly (as an attrition game!). Their resources get depleted, but there is still more to do. Can they rest? Do they dare leave and try to come back? Who knows what else will be waiting then!? Can they handle the "next room" or not? In our game Friday, my DM PC died. The party was four 6th-level characters (Rogue, Fighter, Paladin, Sorcerer/Cleric) against two sea hags and four sahuagins. The adjusted XP total makes this a Hard encounter, which it was, and dumb luck (failed a save by 1) droppe my PC to 0 hit and in the clutches of a sea hag. A failed death save followed by a critical hit on a downed PC for a double-tap ened his adventuring career. The next encounter was now 3 against 6 (sahuagin coral smashers). This was now (with one less PC) a "beyond" Deadly encounter. It nearly resulted in a TPK at that point. The party was decimated in the end and fortunate that it was the final combat of the adventure. All in all, I have found the attrition method works well [I]if[/I] your game can play that way. Otherwise, yes, you certainly will have to ramp up the difficulty to a minimum of Hard IMO. Fine, I wished you had expressed that a bit more clearly. However, in my experience I have found A) is not often true in an attrition-run game (things tend to even out) and B) a lot of DMs misjudge what a group could handle. I think they are aimed at the attrition end, not a "low end". However, I know since I do encounters based on the story and not a game-enforced design that often hard encounters won't be hard, but after sufficient attrition a medium encounter might become deadly or even a TPK. I've had times when I had well over a dozen encounters between long rests, and many more times when I had only one. For me, the story drives that, and I don't expect by any stretch of my imagination that most encounters will be (or should be at a certain point!) challenging to the PCs. It is the series of encounters over time which results in the real tension rising! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do players really want balance?
Top