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<blockquote data-quote="The Crimson Binome" data-source="post: 6690794" data-attributes="member: 6775031"><p>A game is defined as a series of meaningful decisions, and it's impossible to make a meaningful decision if you don't know what the rules of the game even are. It would be cheating the players if I just surreptitiously changed their XP totals based on criteria they didn't know about. And besides, for as long as my rules try to reflect how learning and experience work within the game world, their character should totally know that you learn more by pushing yourself to the limit instead of playing it entirely safe.</p><p></p><p>I can't use the kind of overt DM force that would be required to make sure that the Dark General is the eighth Balor they fight, and if I did, it would be adversarial of me to punish them for (as an example) teleporting straight to the boss or luring it out of the base under false pretenses. But I also don't want to overly reward them for crushing the boss in one round by using all of their daily abilities.</p><p></p><p>I could definitely do side-quests, though, as an alternative way of encouraging them to explore everywhere.</p><p></p><p>My initial issue was more along the lines of random encounters in wilderness areas, which have long been a staple of D&D, but which are only meaningful in the context of resources that regenerate slowly. For any trip longer than three days, it's just not feasible to have more than two encounters per day, and any party can punch way higher than their weight when there's only one or two fights.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6690794, member: 6775031"] A game is defined as a series of meaningful decisions, and it's impossible to make a meaningful decision if you don't know what the rules of the game even are. It would be cheating the players if I just surreptitiously changed their XP totals based on criteria they didn't know about. And besides, for as long as my rules try to reflect how learning and experience work within the game world, their character should totally know that you learn more by pushing yourself to the limit instead of playing it entirely safe. I can't use the kind of overt DM force that would be required to make sure that the Dark General is the eighth Balor they fight, and if I did, it would be adversarial of me to punish them for (as an example) teleporting straight to the boss or luring it out of the base under false pretenses. But I also don't want to overly reward them for crushing the boss in one round by using all of their daily abilities. I could definitely do side-quests, though, as an alternative way of encouraging them to explore everywhere. My initial issue was more along the lines of random encounters in wilderness areas, which have long been a staple of D&D, but which are only meaningful in the context of resources that regenerate slowly. For any trip longer than three days, it's just not feasible to have more than two encounters per day, and any party can punch way higher than their weight when there's only one or two fights. [/QUOTE]
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