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General Tabletop Discussion
*Dungeons & Dragons
PEACH: the Great Equalizer
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<blockquote data-quote="the Jester" data-source="post: 5320291" data-attributes="member: 1210"><p>Understand that everything in this post is a playstyle choice and there is nothing wrong with your system for certain playstyles, but I would never use something like this in my game. </p><p></p><p>First of all, not all fights should be the same.</p><p></p><p>If an encounter is easy- great! The pcs have an easy encounter!</p><p></p><p>If an encounter is hard- great! The pcs had a hard encounter!</p><p></p><p>If an encounter is so hard that it turns into a tpk- bummer! But sometimes that's how it goes.* (I'm assuming that the encounter had some kind of out for the pcs here, or else their actions brought it directly upon them, as opposed to<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If an encounter is so hard that it is an inevitable tpk that the party had no chance to avoid, work around, approach another way etc.- I'll just plain fudge.</p><p></p><p>On the (VERY) rare occasions when I fudge as a dm, I do not need or want a system for it. If I am going to bother to decide things instead of simply adjudicating them, I will <em>decide</em> them. Using a system like yours seems unnecessarily full of extra bookkeeping. Also, if a pc misses the same enemy on a 10 this round but then hits on a 9 next round, they will know something wonky is going on.</p><p></p><p>Edit: Which isn't terrible if they know the system is in play, but imho things designed to equalize tough/easy combats work best when they are invisible to the players; otherwise they come to rely on them.</p><p></p><p>*In fact, the whole epic destiny/exit the campaign at level 30 thing that 4e has introduced is something I'm still not sure how I feel about, but my campaign hasn't yet reached epic levels, so we'll see eventually!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5320291, member: 1210"] Understand that everything in this post is a playstyle choice and there is nothing wrong with your system for certain playstyles, but I would never use something like this in my game. First of all, not all fights should be the same. If an encounter is easy- great! The pcs have an easy encounter! If an encounter is hard- great! The pcs had a hard encounter! If an encounter is so hard that it turns into a tpk- bummer! But sometimes that's how it goes.* (I'm assuming that the encounter had some kind of out for the pcs here, or else their actions brought it directly upon them, as opposed to:) If an encounter is so hard that it is an inevitable tpk that the party had no chance to avoid, work around, approach another way etc.- I'll just plain fudge. On the (VERY) rare occasions when I fudge as a dm, I do not need or want a system for it. If I am going to bother to decide things instead of simply adjudicating them, I will [i]decide[/i] them. Using a system like yours seems unnecessarily full of extra bookkeeping. Also, if a pc misses the same enemy on a 10 this round but then hits on a 9 next round, they will know something wonky is going on. Edit: Which isn't terrible if they know the system is in play, but imho things designed to equalize tough/easy combats work best when they are invisible to the players; otherwise they come to rely on them. *In fact, the whole epic destiny/exit the campaign at level 30 thing that 4e has introduced is something I'm still not sure how I feel about, but my campaign hasn't yet reached epic levels, so we'll see eventually! [/QUOTE]
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