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<blockquote data-quote="Rhenny" data-source="post: 6984381" data-attributes="member: 18333"><p>I agree. From when I was playtesting 5e to now, I kind of feel that 3 PCs is actually the perfect number for using the encounter guidelines. It is challenging enough, but not too challenging. But, I played/DMd more experienced players so that might be why 3 worked well..instead of 4 or 5.</p><p></p><p>As for common downfalls of players turned DM, here is the one that I struggle with most (in my own experience). As a player, you never really know what is going to happen next. The secrets and the unknown raises the tension level. When you are a DM, you always know what is going to happen so that you can't really gauge if the players are feeling the tension. As a result, as a DM, you never truly feel like you've challenged the players unless you get them to the brink of TPK. This is not how players think. Since they don't know what is going to happen next, sometimes even when they take minor damage or no damage at all, it is the looming possibility that they could take damage, or be killed outright that raises the tension level. Take advantage of this with narrative and variety of encounters. Not knowing when a more difficult encounter will crop up is key to developing tension. If the players think all encounters will be too difficult, there is less tension. If they think all encounters will be too easy, there is less tension. Mix it up.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6984381, member: 18333"] I agree. From when I was playtesting 5e to now, I kind of feel that 3 PCs is actually the perfect number for using the encounter guidelines. It is challenging enough, but not too challenging. But, I played/DMd more experienced players so that might be why 3 worked well..instead of 4 or 5. As for common downfalls of players turned DM, here is the one that I struggle with most (in my own experience). As a player, you never really know what is going to happen next. The secrets and the unknown raises the tension level. When you are a DM, you always know what is going to happen so that you can't really gauge if the players are feeling the tension. As a result, as a DM, you never truly feel like you've challenged the players unless you get them to the brink of TPK. This is not how players think. Since they don't know what is going to happen next, sometimes even when they take minor damage or no damage at all, it is the looming possibility that they could take damage, or be killed outright that raises the tension level. Take advantage of this with narrative and variety of encounters. Not knowing when a more difficult encounter will crop up is key to developing tension. If the players think all encounters will be too difficult, there is less tension. If they think all encounters will be too easy, there is less tension. Mix it up. [/QUOTE]
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