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Do players really want balance?
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<blockquote data-quote="Steampunkette" data-source="post: 9482202" data-attributes="member: 6796468"><p>The system does not make it the default. Do you know how hard it is to stack the deck that precisely with CR being what it is?</p><p></p><p>The system makes it harder to TPK, for sure, since if people survive the encounter they can get the others back, or if someone drops to 0hp you can get them back up if someone doesn't beat on the body and you've got healing magic on hand.</p><p></p><p>And no. It's not meant to be a caricature of what people are saying. It's meant to present a broad spectrum of storytelling and gameplay between running the game entirely off the dice rolls to create the story at one end, and running the game with minimal dice impact beyond facilitating the story. I also specifically note how I've played all the way in between.</p><p></p><p>You know what I find helps with that? Not having the lair of an adult red dragon within walking distance. </p><p></p><p>Eh. I find this characterization to be poor. If the chance of death is remote and you want it to be higher, change the deck. Increase the encounter rating, play tactically, and murder your players. I've done that, too.</p><p></p><p>Particularly in horror games.</p><p></p><p>[ATTACH=full]382642[/ATTACH]</p><p>If you're doing your 6-8 encounters per day (I surely don't) then mostly medium and a few hard is going to challenge most newbie players.</p><p></p><p>If you're running closer to 2-4 encounters a day, throw the hard and deadlies. Your players have a limited number of "Strong" resources and a larger number of "Weaker" resources so they can get through a bunch of encounters. But if you're only doing a few (like most) you need to stack the deck against the players so they're dropping their big bombs just to get by, and have less of the 'good stuff' for the next big encounter.</p><p></p><p>Hell, if you're playing with a group of skilled long-term players with strong tactical mindsets you might need to just -start- on Hard and Deadlies in order to challenge them. But there's always room for more danger if you need it.</p><p></p><p>Yeah, except I did mention it, specifically, in that post you quoted. And noted that I've played games that run the gamut. And specifically noted that I "have run games" with 0 chance of death, not that I only run games with 0 chance of death.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9482202, member: 6796468"] The system does not make it the default. Do you know how hard it is to stack the deck that precisely with CR being what it is? The system makes it harder to TPK, for sure, since if people survive the encounter they can get the others back, or if someone drops to 0hp you can get them back up if someone doesn't beat on the body and you've got healing magic on hand. And no. It's not meant to be a caricature of what people are saying. It's meant to present a broad spectrum of storytelling and gameplay between running the game entirely off the dice rolls to create the story at one end, and running the game with minimal dice impact beyond facilitating the story. I also specifically note how I've played all the way in between. You know what I find helps with that? Not having the lair of an adult red dragon within walking distance. Eh. I find this characterization to be poor. If the chance of death is remote and you want it to be higher, change the deck. Increase the encounter rating, play tactically, and murder your players. I've done that, too. Particularly in horror games. [ATTACH type="full"]382642[/ATTACH] If you're doing your 6-8 encounters per day (I surely don't) then mostly medium and a few hard is going to challenge most newbie players. If you're running closer to 2-4 encounters a day, throw the hard and deadlies. Your players have a limited number of "Strong" resources and a larger number of "Weaker" resources so they can get through a bunch of encounters. But if you're only doing a few (like most) you need to stack the deck against the players so they're dropping their big bombs just to get by, and have less of the 'good stuff' for the next big encounter. Hell, if you're playing with a group of skilled long-term players with strong tactical mindsets you might need to just -start- on Hard and Deadlies in order to challenge them. But there's always room for more danger if you need it. Yeah, except I did mention it, specifically, in that post you quoted. And noted that I've played games that run the gamut. And specifically noted that I "have run games" with 0 chance of death, not that I only run games with 0 chance of death. [/QUOTE]
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