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<blockquote data-quote="Libramarian" data-source="post: 5978102" data-attributes="member: 6688858"><p>I don't want tools to estimate whether they're likely to win. It's inconveniencing to me to have to explain to the players that I'm not using them.</p><p></p><p>Mike Mearls knows that this puts the DM and players into conflict. <a href="http://mearls.livejournal.com/80639.html" target="_blank">He's said on his blog, talking about CR in 3e:</a><p style="margin-left: 20px"> In D&D, the DM has more power over the flow and implementation of play than the players. However, the players have the rules to keep the DM in line. So, if the DM throws Tiamat at a 1st level party, the players can call out the DM for throwing a CR 20+ monster at them. After all, the rules explicitly say that's wrong.</p> <p style="margin-left: 20px"></p><p>They're putting these rules into the game again. Now the players will have the authority to call out the DM for breaking the rules if they throw either an illegal encounter or an illegal "adventuring day" at them.</p><p></p><p>He also says:<p style="margin-left: 20px"> IME, there's a natural tendency for DMs to houserule the game to weaken the game's leveling effect WRT DM and player power. That's a post for a completely different thread, but it's one of those things that you really have to watch out for as a designer.</p> <p style="margin-left: 20px"></p><p>So he knows that I plan to houserule XP budgeting out of the game and he's watching out for it. This cat and mouse game gets deeper and deeper. (I hate that blog post).</p><p></p><p>I want all design resources possible to go towards making encounters fun no matter the balance, rather than towards this XP budgeting thing. It's just a more robust and more inclusive and less passive aggressive way of making encounters fun.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5978102, member: 6688858"] I don't want tools to estimate whether they're likely to win. It's inconveniencing to me to have to explain to the players that I'm not using them. Mike Mearls knows that this puts the DM and players into conflict. [URL="http://mearls.livejournal.com/80639.html"]He's said on his blog, talking about CR in 3e:[/URL][INDENT] In D&D, the DM has more power over the flow and implementation of play than the players. However, the players have the rules to keep the DM in line. So, if the DM throws Tiamat at a 1st level party, the players can call out the DM for throwing a CR 20+ monster at them. After all, the rules explicitly say that's wrong. [/INDENT]They're putting these rules into the game again. Now the players will have the authority to call out the DM for breaking the rules if they throw either an illegal encounter or an illegal "adventuring day" at them. He also says:[INDENT] IME, there's a natural tendency for DMs to houserule the game to weaken the game's leveling effect WRT DM and player power. That's a post for a completely different thread, but it's one of those things that you really have to watch out for as a designer. [/INDENT]So he knows that I plan to houserule XP budgeting out of the game and he's watching out for it. This cat and mouse game gets deeper and deeper. (I hate that blog post). I want all design resources possible to go towards making encounters fun no matter the balance, rather than towards this XP budgeting thing. It's just a more robust and more inclusive and less passive aggressive way of making encounters fun. [/QUOTE]
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