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Do you feel cheated if an encounter isn't hard?
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<blockquote data-quote="kamosa" data-source="post: 1590298" data-attributes="member: 1037"><p><strong>Depends on the group</strong></p><p></p><p>It depends a lot on the group. I've seen some where the players didn't mind light strength encounters and some where they wanted every room filled with deadly encounters and the dungeon was like an in take valve for player death.</p><p></p><p>What I find as GM and as player is that the amount of work the player puts into the out come is more important than how deadly the battles are.</p><p></p><p>IE: I don't mind having a cake walk encounter with the enemy, as long as I worked hard or my players worked hard to make it a cake walk. On the other hand I don't like difficult encounters that require no significant work from my players to solve.</p><p></p><p>Examples: If my players are really on for a night and are investigating, interrogating, sneaking, plotting, scamming and in general really engauged in the adventure, I don't mind if they win the final encounter without too much sweat on their parts. They paid the price in all the hard work they put in setting up the final battle. Coming down hard on them at the end would in a way feel like all their work was for naught. I like to think in my game, you get rewarded for hard play and good play. Sometimes that means you just beat the situation with your play and good for you.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1590298, member: 1037"] [b]Depends on the group[/b] It depends a lot on the group. I've seen some where the players didn't mind light strength encounters and some where they wanted every room filled with deadly encounters and the dungeon was like an in take valve for player death. What I find as GM and as player is that the amount of work the player puts into the out come is more important than how deadly the battles are. IE: I don't mind having a cake walk encounter with the enemy, as long as I worked hard or my players worked hard to make it a cake walk. On the other hand I don't like difficult encounters that require no significant work from my players to solve. Examples: If my players are really on for a night and are investigating, interrogating, sneaking, plotting, scamming and in general really engauged in the adventure, I don't mind if they win the final encounter without too much sweat on their parts. They paid the price in all the hard work they put in setting up the final battle. Coming down hard on them at the end would in a way feel like all their work was for naught. I like to think in my game, you get rewarded for hard play and good play. Sometimes that means you just beat the situation with your play and good for you. [/QUOTE]
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