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<blockquote data-quote="Scribble" data-source="post: 4593411" data-attributes="member: 23977"><p>Neither really...</p><p></p><p>Balance in this case is more along the lines of knowing what the chances of the plane exploding are based on the amount of stress you place on it.</p><p></p><p>Balance in the case of D&D monster vrs players is a way for the DM to know what the chance of the PCs exploding are based on the amount of stress you place on them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>IE if you place two "very hard" encounters in a row, the chance of TPK is that much greater. </p><p></p><p>Nothing about that balance says I can't or I'm not allowed to place those two encounters next to eachother though.</p><p></p><p>Like in blackjack... if I have 20 in my hand, I know the chances of busting if I ask for another card are pretty high... I can still do so.</p><p></p><p>Balance is all about giving the DM a little bit of predictability in his game. It's not designed to prevent the DM from "going off track" it's just designed to clue him in to how things will change if he does.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4593411, member: 23977"] Neither really... Balance in this case is more along the lines of knowing what the chances of the plane exploding are based on the amount of stress you place on it. Balance in the case of D&D monster vrs players is a way for the DM to know what the chance of the PCs exploding are based on the amount of stress you place on them. :) IE if you place two "very hard" encounters in a row, the chance of TPK is that much greater. Nothing about that balance says I can't or I'm not allowed to place those two encounters next to eachother though. Like in blackjack... if I have 20 in my hand, I know the chances of busting if I ask for another card are pretty high... I can still do so. Balance is all about giving the DM a little bit of predictability in his game. It's not designed to prevent the DM from "going off track" it's just designed to clue him in to how things will change if he does. [/QUOTE]
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