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<blockquote data-quote="LostSoul" data-source="post: 5484954" data-attributes="member: 386"><p>I think this sort of thing is best handled by DM advice specific to the type of game you're running. Hmm, "DM advice" is probably the wrong term; it's more like saying, "DM, these are your responsibilities:" and then listing them.</p><p></p><p>Maybe you want a cool, cinematic, "the PCs are heroes no matter what" game. The responsibilities the DM has in that game are going to be different from an exploration-heavy challenge-based game.</p><p></p><p></p><p></p><p>I like rolling randomly for these sorts of things. First you set up a chance that the pine needles are dry - say 1 on 1d6 - and roll the dice. However, that's for my game (low-prep exploration-heavy challenge-based play). Her answer might be "Is it cooler if the pine needles are dry? Then they are!"</p><p></p><p></p><p></p><p>Good point. I think what kind of system you want will tie into what kind of game you want, and that might be reflected in encounter building procedures (or not!). Simple example - in the last game we played, the PCs were fighting near a cold, swift-moving river. I didn't care if that messed with the encounter balance or not; that's not one of my responsibilities as DM in my game.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5484954, member: 386"] I think this sort of thing is best handled by DM advice specific to the type of game you're running. Hmm, "DM advice" is probably the wrong term; it's more like saying, "DM, these are your responsibilities:" and then listing them. Maybe you want a cool, cinematic, "the PCs are heroes no matter what" game. The responsibilities the DM has in that game are going to be different from an exploration-heavy challenge-based game. I like rolling randomly for these sorts of things. First you set up a chance that the pine needles are dry - say 1 on 1d6 - and roll the dice. However, that's for my game (low-prep exploration-heavy challenge-based play). Her answer might be "Is it cooler if the pine needles are dry? Then they are!" Good point. I think what kind of system you want will tie into what kind of game you want, and that might be reflected in encounter building procedures (or not!). Simple example - in the last game we played, the PCs were fighting near a cold, swift-moving river. I didn't care if that messed with the encounter balance or not; that's not one of my responsibilities as DM in my game. [/QUOTE]
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