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I hate choosing between ASIs and Feats
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6879093" data-attributes="member: 6701872"><p>It's a combination of things, but the primary contributors to the players feeling comfortable are:</p><ul> <li data-xf-list-type="ul">Frequently having the consequence of defeat not be character death</li> <li data-xf-list-type="ul">Letting the players know that the encounters their characters have will not be tailored to a specific difficulty, meaning I don't expect them to always be at large risk of defeat or have a significant chance of victory</li> <li data-xf-list-type="ul">Let the players know that I'm not going to have "we try to run away" be resolved primarily by relative movement speed, meaning the characters actually possess solid chances that the players have influence over to actually escape</li> <li data-xf-list-type="ul"></li> </ul><p>Then, it just comes down to that they have played optimized characters in my campaigns which I did not scale-up in difficulty (because I don't believe that changing both sides of the difficulty equation makes any sense at all) and found both that they were bored by how easy the things their character was built to be optimized for were, and that they were bored by with how little they could contribute in scenarios calling for abilities outside what they optimized for.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6879093, member: 6701872"] It's a combination of things, but the primary contributors to the players feeling comfortable are: [LIST] [*]Frequently having the consequence of defeat not be character death [*]Letting the players know that the encounters their characters have will not be tailored to a specific difficulty, meaning I don't expect them to always be at large risk of defeat or have a significant chance of victory [*]Let the players know that I'm not going to have "we try to run away" be resolved primarily by relative movement speed, meaning the characters actually possess solid chances that the players have influence over to actually escape [*] [/LIST] Then, it just comes down to that they have played optimized characters in my campaigns which I did not scale-up in difficulty (because I don't believe that changing both sides of the difficulty equation makes any sense at all) and found both that they were bored by how easy the things their character was built to be optimized for were, and that they were bored by with how little they could contribute in scenarios calling for abilities outside what they optimized for. [/QUOTE]
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I hate choosing between ASIs and Feats
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