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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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<blockquote data-quote="KarinsDad" data-source="post: 4692415" data-attributes="member: 2011"><p>Interesting and informative thread. I haven't read it all, but I really like a lot of what I have read.</p><p></p><p>One counter comment though.</p><p></p><p>Early on, you mentioned having fewer tougher encounters rather than the core suggested ones to avoid grind. This suggestion has two issues that I can see:</p><p></p><p>1) If the DM does this all or most of the time, it is just a different type of grind. It's a stressful challenge grind that the players must always be on their toes and the smallest mistake can turn deadly or into a TPK. Although I like to be challenged and thrive in that environment, I can see mistakes in this environment eventually resulting in PC death or TPK or even player conflict. DND is a game and games are meant to be fun, but almost always challenging players can be just as much unfun as rarely challenging players.</p><p></p><p>2) I have seen even relatively easy encounters take a long time and use up a lot of resources, just due to bad player die rolls and/or good DM die rolls. If most or all of the encounters are on the higher end, an unbalanced die roll encounter (which does happen once in a while) will result in death or TPK more often, just because the dice are not being cooperative. Adding to this the fact that earlier encounters were designed to use up party resources can exacerbate the situation.</p><p></p><p></p><p>Not to say that the DM should go way out of his way to avoid PC death, but higher EL encounters most of the time will cause this eventually, regardless of player decisions and PC design.</p><p></p><p>I do see where a lesser number of higher EL encounters can avoid grind or the perception of grind more than a greater number of lower EL encounters, I just also see that there are pros and cons with the approach.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4692415, member: 2011"] Interesting and informative thread. I haven't read it all, but I really like a lot of what I have read. One counter comment though. Early on, you mentioned having fewer tougher encounters rather than the core suggested ones to avoid grind. This suggestion has two issues that I can see: 1) If the DM does this all or most of the time, it is just a different type of grind. It's a stressful challenge grind that the players must always be on their toes and the smallest mistake can turn deadly or into a TPK. Although I like to be challenged and thrive in that environment, I can see mistakes in this environment eventually resulting in PC death or TPK or even player conflict. DND is a game and games are meant to be fun, but almost always challenging players can be just as much unfun as rarely challenging players. 2) I have seen even relatively easy encounters take a long time and use up a lot of resources, just due to bad player die rolls and/or good DM die rolls. If most or all of the encounters are on the higher end, an unbalanced die roll encounter (which does happen once in a while) will result in death or TPK more often, just because the dice are not being cooperative. Adding to this the fact that earlier encounters were designed to use up party resources can exacerbate the situation. Not to say that the DM should go way out of his way to avoid PC death, but higher EL encounters most of the time will cause this eventually, regardless of player decisions and PC design. I do see where a lesser number of higher EL encounters can avoid grind or the perception of grind more than a greater number of lower EL encounters, I just also see that there are pros and cons with the approach. [/QUOTE]
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