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Players make the rolls and Defensive Reactions
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<blockquote data-quote="Jer" data-source="post: 7647091" data-attributes="member: 19857"><p>Yeah - that's the other reason I haven't thought a lot about it for 5e - at least until 6th level or so I think the pcs are too fragile and the encounters too swingy to trust that I could make it work. Even after that, I'm not positive it would work. 4e and 13A are the only editions I've been comfortable with letting the dice fall where they may - if the PCs go down in those editions it's because they screwed up or had bad luck, not that the encounter they were facing was accidentally harder than I intended it to be. (If I'm planting clues that the encounter is too hard for them it's on them if they ignore it and go in swinging. If the encounter design rules are busted and I have to use trial and error to feel out how difficult a challenge really is, I need more control to fudge a busted encounter into something closer to the challenge I meant to give them.)</p></blockquote><p></p>
[QUOTE="Jer, post: 7647091, member: 19857"] Yeah - that's the other reason I haven't thought a lot about it for 5e - at least until 6th level or so I think the pcs are too fragile and the encounters too swingy to trust that I could make it work. Even after that, I'm not positive it would work. 4e and 13A are the only editions I've been comfortable with letting the dice fall where they may - if the PCs go down in those editions it's because they screwed up or had bad luck, not that the encounter they were facing was accidentally harder than I intended it to be. (If I'm planting clues that the encounter is too hard for them it's on them if they ignore it and go in swinging. If the encounter design rules are busted and I have to use trial and error to feel out how difficult a challenge really is, I need more control to fudge a busted encounter into something closer to the challenge I meant to give them.) [/QUOTE]
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