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<blockquote data-quote="Jhaelen" data-source="post: 6901269" data-attributes="member: 46713"><p>Being unable to watch the video, I'm not sure what the 'trap' is.</p><p></p><p>Anyway, when designing combat encounters I don't care whether the party has the means to succeed or how difficult it's going to be for them. I'm using the guidelines, of course, so most encounters should be doable for a party of their level, but they'll also have rare encounters that are considered too easy or too hard for their level. If they feel they cannot succeed, there's always the option to retreat, right? Also, there's usually a way to completely avoid the encounter.</p><p></p><p>If I'm designing a particular (non-combat) 'scene' for an adventure, it's a different matter, though. I usually spend quite some time thinking about how it might play out and plan for the most likely outcomes. Knowing my players well, definitely helps in that regard. This is also when I seed the scene with clues to lead them to other scenes I've prepared.</p><p>I consider myself to be quite good at improvising, but I feel that without this kind of preparation there's a good chance the session will flounder and end without the party making any progress towards the 'goal' of the adventure. Occasionally, that's fine, but if it happens too often, the entire campaign will feel directionless and random to the players.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6901269, member: 46713"] Being unable to watch the video, I'm not sure what the 'trap' is. Anyway, when designing combat encounters I don't care whether the party has the means to succeed or how difficult it's going to be for them. I'm using the guidelines, of course, so most encounters should be doable for a party of their level, but they'll also have rare encounters that are considered too easy or too hard for their level. If they feel they cannot succeed, there's always the option to retreat, right? Also, there's usually a way to completely avoid the encounter. If I'm designing a particular (non-combat) 'scene' for an adventure, it's a different matter, though. I usually spend quite some time thinking about how it might play out and plan for the most likely outcomes. Knowing my players well, definitely helps in that regard. This is also when I seed the scene with clues to lead them to other scenes I've prepared. I consider myself to be quite good at improvising, but I feel that without this kind of preparation there's a good chance the session will flounder and end without the party making any progress towards the 'goal' of the adventure. Occasionally, that's fine, but if it happens too often, the entire campaign will feel directionless and random to the players. [/QUOTE]
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