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General Tabletop Discussion
*Pathfinder & Starfinder
Splitting the party in combat
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<blockquote data-quote="KarinsDad" data-source="post: 5528007" data-attributes="member: 2011"><p>I find it interesting how often people question the decisions of other DMs here, especially if the DM does something outside the normal D&D box.</p><p></p><p>Ambushing a split up party is not punishing the player's plan. It's challenging the players in a different way. Why should the players be entitled to have their plan work out exactly as advertised? How boring is that? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>If the PCs get out alive, then it is never a punishment. It's XP and it's fun to overcome. And even if some of the PCs do not come out alive, it's still not a punishment. Adventuring should always have an element of serious risk involved (and a good time to sometimes introduce serious risk is when the players are not expecting it), otherwise they wouldn't be called adventurers, they'd be called green grocers.</p><p></p><p>Coming up with new and interesting encounters is the entire point of playing the game: for everyone at the table to have fun with new and unique different challenges. Not to just grind through encounter after encounter played the same old way most every time.</p><p></p><p>Nearly every encounter, be it a combat, a skill challenge, or a social encounter, should have some elements of it that are new or unique beyond just the type of NPC encountered. That could be terrain, it could be an unexpected event like NPC reinforcements, a trap, environmental, an old PC ally show up, or whatever.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5528007, member: 2011"] I find it interesting how often people question the decisions of other DMs here, especially if the DM does something outside the normal D&D box. Ambushing a split up party is not punishing the player's plan. It's challenging the players in a different way. Why should the players be entitled to have their plan work out exactly as advertised? How boring is that? ;) If the PCs get out alive, then it is never a punishment. It's XP and it's fun to overcome. And even if some of the PCs do not come out alive, it's still not a punishment. Adventuring should always have an element of serious risk involved (and a good time to sometimes introduce serious risk is when the players are not expecting it), otherwise they wouldn't be called adventurers, they'd be called green grocers. Coming up with new and interesting encounters is the entire point of playing the game: for everyone at the table to have fun with new and unique different challenges. Not to just grind through encounter after encounter played the same old way most every time. Nearly every encounter, be it a combat, a skill challenge, or a social encounter, should have some elements of it that are new or unique beyond just the type of NPC encountered. That could be terrain, it could be an unexpected event like NPC reinforcements, a trap, environmental, an old PC ally show up, or whatever. [/QUOTE]
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Splitting the party in combat
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