Balesir
Adventurer
Because it's fun, and for the kudos of showing off to your friends how clever you can be?Why bother really doing anything smart or unexpected to change the situation if no good comes of it?
Because it's fun, and for the kudos of showing off to your friends how clever you can be?Why bother really doing anything smart or unexpected to change the situation if no good comes of it?
This is all kind of underscoring the whole My Precious Encounters thing. The encounter, as designed, is too important to sacrifice to changes the PCs bring in the environment. Why bother really doing anything smart or unexpected to change the situation if no good comes of it? The encounter is static for fear of it being anticlimactic.
You say "important" as if that's a bad thing. Let's replace "important" with "giving the players the exciting encounters that they crave" - then how is it bad GMing to do that?This is all kind of underscoring the whole My Precious Encounters thing. The encounter, as designed, is too important to sacrifice to changes the PCs bring in the environment.
Because you, as a player, may not be playing with an eye to changing the odds of future encounters. You may be playing with any eye to doing interesting stuff in this encounter, and changing the story of your PC and of the campaign world more generally. Your PC is not going to earn the moniker "the guard ganker" unless s/he ganks a few guards, and that story element is completely independent of how the GM balances or rebalances any subsquent encounter, on the fly or otherwise.Why bother really doing anything smart or unexpected to change the situation if no good comes of it?
That's one way to look at it. I'd be happy to tell my players, if they asked, that I tweaked the encounter on the fly. (They might guess, too). In my own game I tend to see XP more as a campaign pacing thing than a reward, but if you play with XP as reward then getting two easy kills would certainly be a benefit of ganking the guards, even if the subsequent encounter is then rebalanced.Why would the players have any idea that taking out the two guards didnt make the fight easier, even tho you made two guys appear out of nowhere?
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the reward is 2 extra guards of xp.
This. Also, because you might think it matters whether or not your PC is a guard ganker. (This seems to have different implications for a paladin or a warpriest, compared to a rogue or assassin, for example.)Because it's fun, and for the kudos of showing off to your friends how clever you can be?
My experiences are the same as yours.I do not accept you contention about the "razor edge" nature of 4e encounters. I have never experienced it. Also I dispute that an encounter must be tough enough for a TPK to be interesting or exciting. This is however, just my experience and your views and experienced could be very different to mine.
Because it's fun, and for the kudos of showing off to your friends how clever you can be?
You say "important" as if that's a bad thing. Let's replace "important" with "giving the players the exciting encounters that they crave" - then how is it bad GMing to do that?
Is this compatible with pacing of encounter difficulties - say in the style of HeroQuest revised with its pass/fail DC-setting mechanic, or in 4e by using encounter levels for a similar effect?The idea behind MPL is that every encounter must be precisely balanced to ensure that the party is challenged just so. Not more, not less, but just so, with every encounter consuming the party's resources just so, with each attack striking each character just so, with every spell calibrated to affect an enemy just so.
But does that mean if some groups don't find carefully-crafted scenes/encounters boring, it's OK to use them?The reason people dislike it is because it's boring.
As I said earlier, this seems to assume that the relevant dimension of meaning is "has an effect on downstream mechanical difficulty". But that is only one possible dimension of meaning.Ask yourself - by doing so, are you making the choices and actions of the players meaningless? If the PCs take a risk and stealthily take down some guards who would be in the final showdown encounter with the BBEG, are you rendering that choice meaningless by replacing them? ...assuming events have not transpired that would allow the BBEG to replace them, of course.
If you do so just to retain the "balance" of the encounter, I think you do. Is that really what you want to do or should do?
As I said earlier, this seems to assume that the relevant dimension of meaning is "has an effect on downstream mechanical difficulty". But that is only one possible dimension of meaning.
pemerton said:For example, if the GM had planned that the balance in the encounter would include 2 guards, and the PCs bump off those guards first (via some stealthy techniques), then the GM can (for example) put another elite bodyguard in the throne room, or ad lib in a Jabba-style pit in front of the throne, or any of a dozen other techniques for rebalancing an encounter on the fly.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.