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last encounter was totally one-sided
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<blockquote data-quote="Sacrosanct" data-source="post: 6955813" data-attributes="member: 15700"><p>I would say it's more of a skill, but for the most part I agree. Like anything else, the more you do something and the more you become familiar with it, the easier and more intuitive it will be to make things work the smoothest.</p><p></p><p>There's a reason why D&D has a basic set. The game has a lot of rules, and the basic set is there to get new DMs and players familiar before overloading them with all the other stuff. It's there to get players a good feel for the game without forcing them to factor in all the other optional and/or more complex parts of the whole game. CRs are a good baseline, but since every table plays differently, it's critical for the DM to know his or her players and know enough about the rules to tweak the system to fit your needs.</p><p></p><p>Speaking of, by all accounts I've heard over the years, 4e was the version that required the least amount of tweaking and was the most balanced. I could be wrong, but that's my recollection. The problem with that is you end up with a narrowly focused game that only meshes with a smaller portion of gamers. If the other gamers can't tweak it to fit their needs, they go elsewhere. Which is what happened. It's better for the brand to have a broader appeal, even if that means DMs need to tweak more if their desires aren't met exactly. In fact, that's the beauty of D&D, IMO--being able to shape it to play how I want to play.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6955813, member: 15700"] I would say it's more of a skill, but for the most part I agree. Like anything else, the more you do something and the more you become familiar with it, the easier and more intuitive it will be to make things work the smoothest. There's a reason why D&D has a basic set. The game has a lot of rules, and the basic set is there to get new DMs and players familiar before overloading them with all the other stuff. It's there to get players a good feel for the game without forcing them to factor in all the other optional and/or more complex parts of the whole game. CRs are a good baseline, but since every table plays differently, it's critical for the DM to know his or her players and know enough about the rules to tweak the system to fit your needs. Speaking of, by all accounts I've heard over the years, 4e was the version that required the least amount of tweaking and was the most balanced. I could be wrong, but that's my recollection. The problem with that is you end up with a narrowly focused game that only meshes with a smaller portion of gamers. If the other gamers can't tweak it to fit their needs, they go elsewhere. Which is what happened. It's better for the brand to have a broader appeal, even if that means DMs need to tweak more if their desires aren't met exactly. In fact, that's the beauty of D&D, IMO--being able to shape it to play how I want to play. [/QUOTE]
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last encounter was totally one-sided
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