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I don't get the dislike of healing surges
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<blockquote data-quote="Crazy Jerome" data-source="post: 5725575" data-attributes="member: 54877"><p>I don't think it was meant that way. But I see the line between "smart play" and "DM let us get away with something ridiculous" as both fairly narrow, and something that is drawn all over the map. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>I'm sure plenty of people here would find how I DM to be on either side of the line, at one time or another. I'll remind the players of key abilities during combat, mention a few tactical options they may haven't considered, etc. And then I'll put their characters in a very tough situation where if they don't play smart, they wil be in a world of hurt. This is because I want the players challenged, and this group is better at strategic and situational problems than they are tactical or resources problems. </p><p> </p><p>There are also pacing concerns, that I'm sure affects how DMs handle these kind of issues. Perhaps Danny's group simply prefers to have several easier encounters instead of fewer tougher encounters, for pacing reasons, and thus made it so. I'll never take out the penultimate encounter in a module to make it easier on the group, but I have removed it so that we can finish an adventure by the time the all-day session ends (and then adjust the XP down accordingly). Objectively, I'm making the adventure easier on the players, but the motive is pure pacing.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5725575, member: 54877"] I don't think it was meant that way. But I see the line between "smart play" and "DM let us get away with something ridiculous" as both fairly narrow, and something that is drawn all over the map. ;) I'm sure plenty of people here would find how I DM to be on either side of the line, at one time or another. I'll remind the players of key abilities during combat, mention a few tactical options they may haven't considered, etc. And then I'll put their characters in a very tough situation where if they don't play smart, they wil be in a world of hurt. This is because I want the players challenged, and this group is better at strategic and situational problems than they are tactical or resources problems. There are also pacing concerns, that I'm sure affects how DMs handle these kind of issues. Perhaps Danny's group simply prefers to have several easier encounters instead of fewer tougher encounters, for pacing reasons, and thus made it so. I'll never take out the penultimate encounter in a module to make it easier on the group, but I have removed it so that we can finish an adventure by the time the all-day session ends (and then adjust the XP down accordingly). Objectively, I'm making the adventure easier on the players, but the motive is pure pacing. [/QUOTE]
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I don't get the dislike of healing surges
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