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killed a character tonight, and i feel sort of bad...
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<blockquote data-quote="Weeble" data-source="post: 190225" data-attributes="member: 4514"><p>A good "normal" encounter ECL should be at the average of the a party level. This would make most encounters pretty easy to overcome. This particular encounter was not out of the range of the party, as long as they were keeping up on their watches and had some alarms/traps, magical or otherwise, around their camp. Unfortunately, characters do die also. Sometimes by a single die roll (usually, I think). While the center of the campaign story, the PCs are not the center of the campaign world. They should have the same problems that NPCs in the world have, including having "status quo" encounters that are way too easy or way too hard from time to time. Recourceful PCs will manage to overcome or evade some of the hard encounters, and ignore many of the easy ones.</p><p>What we do in my campaign is assign 1 Fate Point for every 4 levels. This I took from someone on this message board some time ago. What happens is, when the PC would normaly die, expending 1 Fate Point would simply drop the PC to -9hp, but stabilized, and effectively "dead" as far as the enemy is concerned. While giving the PC a chance to keep his or her character alive, it still entails problems for that character, especially if no other PCs are around to bail out the PC's equipment from being taken by the enemy. This is a great way to "check" myself also if I throw an encounter at the PCs that is too hard. I will try to go easy on them and not throw another toughie at them until they have at least 1 Fate Point. This also limits the number of over powered enounters, as 1 Fate Point per 4 levels is quite spaced out.</p></blockquote><p></p>
[QUOTE="Weeble, post: 190225, member: 4514"] A good "normal" encounter ECL should be at the average of the a party level. This would make most encounters pretty easy to overcome. This particular encounter was not out of the range of the party, as long as they were keeping up on their watches and had some alarms/traps, magical or otherwise, around their camp. Unfortunately, characters do die also. Sometimes by a single die roll (usually, I think). While the center of the campaign story, the PCs are not the center of the campaign world. They should have the same problems that NPCs in the world have, including having "status quo" encounters that are way too easy or way too hard from time to time. Recourceful PCs will manage to overcome or evade some of the hard encounters, and ignore many of the easy ones. What we do in my campaign is assign 1 Fate Point for every 4 levels. This I took from someone on this message board some time ago. What happens is, when the PC would normaly die, expending 1 Fate Point would simply drop the PC to -9hp, but stabilized, and effectively "dead" as far as the enemy is concerned. While giving the PC a chance to keep his or her character alive, it still entails problems for that character, especially if no other PCs are around to bail out the PC's equipment from being taken by the enemy. This is a great way to "check" myself also if I throw an encounter at the PCs that is too hard. I will try to go easy on them and not throw another toughie at them until they have at least 1 Fate Point. This also limits the number of over powered enounters, as 1 Fate Point per 4 levels is quite spaced out. [/QUOTE]
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killed a character tonight, and i feel sort of bad...
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