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<blockquote data-quote="Von Ether" data-source="post: 7314935" data-attributes="member: 15582"><p>I'm only trying to clarify my opinion. No wrong way to play the game and not judging. Let's forget the terms for the monsters I used. </p><p></p><p>Let's put it like this:</p><p></p><p>* The player is looking for a way to help the party by getting an advantage on a roll. "I look for ambush spots" He gets advantage, but it's a bland way to do it.<strong> End result is a positive. </strong></p><p>* The player describes it an cool way "I go slower to carefully look for possible ambush spots"; to justify getting the advantage on his roll. He get advantage and (hopefully) deeper verisimilitude into the game. <strong>End result is a positive. </strong></p><p>* The player describes it an cool way "I go slower to carefully look for possible ambush spots"; to justify getting the advantage on his roll. He get advantage and (hopefully) deeper verisimilitude into the game - <strong>a positive.</strong> But then the party now has an increased chance of encounters, where players use up resources or have a chance to die - <strong>a negative.</strong> End result: <strong>The negative cancels the positive. </strong></p><p></p><p>Or to state it another way, the players move quicker across the terrain and risk one ambush encounter, but if they go slower, they won't be ambushed but might still face two, three or even more (depending on the length of the trip) encounters. </p><p></p><p>Thus why would the player bother doing more than the bare minimum knowing that adding extra detail will just give him additional grief for his efforts? </p><p></p><p>Perhaps we are using our terms and expectations for encounters differently. </p><p></p><p>In my games, my player would rather have less encounters and do the gamble on the ambush than be bogged down in the wilderness or a dungeon from wandering critters.</p><p></p><p>Perhaps in other games, ambush encounters are so lethal, that the group would be cut down like wheat and they rather tackle easier wandering encounters </p><p></p><p>There is an RPG, though, that lives on every dungeon crawl decision having escalating consequences, <a href="http://www.drivethrurpg.com/product/116482/Torchbearer" target="_blank">Torchbearer</a>.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 7314935, member: 15582"] I'm only trying to clarify my opinion. No wrong way to play the game and not judging. Let's forget the terms for the monsters I used. Let's put it like this: * The player is looking for a way to help the party by getting an advantage on a roll. "I look for ambush spots" He gets advantage, but it's a bland way to do it.[B] End result is a positive. [/B] * The player describes it an cool way "I go slower to carefully look for possible ambush spots"; to justify getting the advantage on his roll. He get advantage and (hopefully) deeper verisimilitude into the game. [B]End result is a positive. [/B] * The player describes it an cool way "I go slower to carefully look for possible ambush spots"; to justify getting the advantage on his roll. He get advantage and (hopefully) deeper verisimilitude into the game - [B]a positive.[/B] But then the party now has an increased chance of encounters, where players use up resources or have a chance to die - [B]a negative.[/B] End result: [B]The negative cancels the positive. [/B] Or to state it another way, the players move quicker across the terrain and risk one ambush encounter, but if they go slower, they won't be ambushed but might still face two, three or even more (depending on the length of the trip) encounters. Thus why would the player bother doing more than the bare minimum knowing that adding extra detail will just give him additional grief for his efforts? Perhaps we are using our terms and expectations for encounters differently. In my games, my player would rather have less encounters and do the gamble on the ambush than be bogged down in the wilderness or a dungeon from wandering critters. Perhaps in other games, ambush encounters are so lethal, that the group would be cut down like wheat and they rather tackle easier wandering encounters There is an RPG, though, that lives on every dungeon crawl decision having escalating consequences, [URL="http://www.drivethrurpg.com/product/116482/Torchbearer"]Torchbearer[/URL]. [/QUOTE]
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