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Do you feel cheated if an encounter isn't hard?
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<blockquote data-quote="Pielorinho" data-source="post: 1590099" data-attributes="member: 259"><p>My goal is to have every action scene notably advance the storyline. Occasionally, this can mean minor combats--the PCs face the first small horde of giant rats that foreshadow a huge, nation-spanning plague of rats, or the PCs are jumped by a bunch of semicompetent thugs who are carrying the adventure's MacGuffin in one of their packs--but most of the time, this means the combats are reasonably tough.</p><p> </p><p>I also tend to have one combat per session, more or less, which means that PCs get to rest between most of their combats, which means that they tend to blow all their magic on each combat. If the combats AREN'T several ELs above what's expected, they tend to mop the floor with the enemies.</p><p> </p><p>Small combats give the PCs a chance to kick some uncomplicated booty. This is occasionally a fun way to remind them that they're now the Big Dogs on the scene (at eleventh or so level). Big combats, however, are generally better at moving the plot along.</p><p> </p><p>Big combats also seem to allow for more complication: moving battlefields, multiple forms of attack from the enemy, scripted events that change the PCs' tactics (e.g., seven rounds into the combat, midnight strikes, and the warehouse <em>plane shifts</em> into another dimension).</p><p> </p><p>So generally I prefer the big combats, but small ones are sometimes fun, too.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1590099, member: 259"] My goal is to have every action scene notably advance the storyline. Occasionally, this can mean minor combats--the PCs face the first small horde of giant rats that foreshadow a huge, nation-spanning plague of rats, or the PCs are jumped by a bunch of semicompetent thugs who are carrying the adventure's MacGuffin in one of their packs--but most of the time, this means the combats are reasonably tough. I also tend to have one combat per session, more or less, which means that PCs get to rest between most of their combats, which means that they tend to blow all their magic on each combat. If the combats AREN'T several ELs above what's expected, they tend to mop the floor with the enemies. Small combats give the PCs a chance to kick some uncomplicated booty. This is occasionally a fun way to remind them that they're now the Big Dogs on the scene (at eleventh or so level). Big combats, however, are generally better at moving the plot along. Big combats also seem to allow for more complication: moving battlefields, multiple forms of attack from the enemy, scripted events that change the PCs' tactics (e.g., seven rounds into the combat, midnight strikes, and the warehouse [i]plane shifts[/i] into another dimension). So generally I prefer the big combats, but small ones are sometimes fun, too. Daniel [/QUOTE]
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