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<blockquote data-quote="I'm A Banana" data-source="post: 3451054" data-attributes="member: 2067"><p>Bingo! Though it sucks a bit when you've put a lot of effort into a BBEG who is roundly trounced with simple tactics, it's all in a day's work. Sometimes, the party rolls low, sometimes the villain does. <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></p><p></p><p>I think the earlier editions have been very clear that the DM can and should say "No" at the merest hint of diversion from what he wants. From the "adversarial" DM style springing from wargames where the goal was to kill the players (while still giving them a glimmer of hope) to "gotcha" tactics that hose players that are "too good" to constant paranoia about "monty haul" campaigns and "power gaming," there's a pretty hefty dose of "Beware the Players" message in a lot of places in the game.</p><p></p><p>It's pretty clear in all editions that the buck stops with the DM, who even supercedes the printed rulebooks if he wants. The "Consider Yes" advice is pretty recent in the game. Usually "Tell them No" was the default, and if you considered yes, you were in for a boat of problems that the game wasn't designed to handle.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3451054, member: 2067"] Bingo! Though it sucks a bit when you've put a lot of effort into a BBEG who is roundly trounced with simple tactics, it's all in a day's work. Sometimes, the party rolls low, sometimes the villain does. :) I think the earlier editions have been very clear that the DM can and should say "No" at the merest hint of diversion from what he wants. From the "adversarial" DM style springing from wargames where the goal was to kill the players (while still giving them a glimmer of hope) to "gotcha" tactics that hose players that are "too good" to constant paranoia about "monty haul" campaigns and "power gaming," there's a pretty hefty dose of "Beware the Players" message in a lot of places in the game. It's pretty clear in all editions that the buck stops with the DM, who even supercedes the printed rulebooks if he wants. The "Consider Yes" advice is pretty recent in the game. Usually "Tell them No" was the default, and if you considered yes, you were in for a boat of problems that the game wasn't designed to handle. [/QUOTE]
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