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Flavorless 3e- Advantage- players
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<blockquote data-quote="jasamcarl" data-source="post: 1356418" data-attributes="member: 1251"><p>I find this odd, because, properly played, high-level monsters have a very good chance of resulting in a tpk; it takes strenuous preperation to completly mitigate and maybe even a good use of divinations, which means the players probably deserve to win. The act of rping that should give the players a sense of narrative triumph. In addition, you can always use high ecl encounters, with the requisite higher xp awards, which encourages risk taking.</p><p></p><p>What you seem to find flavorful is arbitrary death, or that which can't be full put away by rules oriented player action. To which I would have to give a big bleh. That does not instill a sense of dramatic tension for me, but instead makes me think the dm doens't really know how to do his job. Your players seem to feel the same way. You are correct, random death = good gameplay. And a 'hard' game isn't neccesarily a good game nor representative of good game design. It's just a hack.</p><p></p><p>Again, this is a heroic game. The players aren't suppossed to judge their progress in terms of whether they survive, but whether they accomplish larger challenges and thus become more powerful through leveling. That is flavor for me and as a DM i'm confident in my ability to communicate these external stakes. You don't like this flavor, fine, but to deny that is flavor strikes me as a bit strained.</p></blockquote><p></p>
[QUOTE="jasamcarl, post: 1356418, member: 1251"] I find this odd, because, properly played, high-level monsters have a very good chance of resulting in a tpk; it takes strenuous preperation to completly mitigate and maybe even a good use of divinations, which means the players probably deserve to win. The act of rping that should give the players a sense of narrative triumph. In addition, you can always use high ecl encounters, with the requisite higher xp awards, which encourages risk taking. What you seem to find flavorful is arbitrary death, or that which can't be full put away by rules oriented player action. To which I would have to give a big bleh. That does not instill a sense of dramatic tension for me, but instead makes me think the dm doens't really know how to do his job. Your players seem to feel the same way. You are correct, random death = good gameplay. And a 'hard' game isn't neccesarily a good game nor representative of good game design. It's just a hack. Again, this is a heroic game. The players aren't suppossed to judge their progress in terms of whether they survive, but whether they accomplish larger challenges and thus become more powerful through leveling. That is flavor for me and as a DM i'm confident in my ability to communicate these external stakes. You don't like this flavor, fine, but to deny that is flavor strikes me as a bit strained. [/QUOTE]
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