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<blockquote data-quote="DracoSuave" data-source="post: 4785477" data-attributes="member: 71571"><p>There's no mention of a 'Right way' but it's a puzzle the players have to solve, as opposed to the standard encounter. You set them up for special occasions. It doesn't have to be a 'right way or wrong way' deal. It's a matter of having encounters that are more elaborate than 'Monster here, player here go!' which, in turn, reduces 'grind' and increases dramatic tension in a manner that isn't strictly 'add 5 more points of damage.'</p><p></p><p>The idea is to tell a story, not to pit combat stats against each other to see who comes out on top (Hint: The players have the advantage). Sometimes that requires making things a little bit more difficult and presenting the players with tactical challenges. </p><p></p><p>It doesn't even have to be one single strategy that works. Leave it to your players to figure out how to use their tools you provide. They'll probably do something you don't expect. </p><p></p><p>And sometimes, you can even make finding the solution an adventure all in itself. </p><p></p><p>But in order to make it meaningful you have to set up a situation where the players can't simply roll dice at the thing to down it.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4785477, member: 71571"] There's no mention of a 'Right way' but it's a puzzle the players have to solve, as opposed to the standard encounter. You set them up for special occasions. It doesn't have to be a 'right way or wrong way' deal. It's a matter of having encounters that are more elaborate than 'Monster here, player here go!' which, in turn, reduces 'grind' and increases dramatic tension in a manner that isn't strictly 'add 5 more points of damage.' The idea is to tell a story, not to pit combat stats against each other to see who comes out on top (Hint: The players have the advantage). Sometimes that requires making things a little bit more difficult and presenting the players with tactical challenges. It doesn't even have to be one single strategy that works. Leave it to your players to figure out how to use their tools you provide. They'll probably do something you don't expect. And sometimes, you can even make finding the solution an adventure all in itself. But in order to make it meaningful you have to set up a situation where the players can't simply roll dice at the thing to down it. [/QUOTE]
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