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The Glass Cannon or the Bag of Hit Points
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<blockquote data-quote="Celtavian" data-source="post: 6672693" data-attributes="member: 5834"><p>It is a form of tailoring given you're allowing something called karma to reload. That is your method of allowing the players to halt the natural process of their death.</p><p></p><p>A scenario is tailoring. If your PCs have no possibility of winning without you playing something in a suboptimal way even if your reasoning is the beholders are crazy, then you are tailoring. I've done the same thing myself. This creature is crazy, so they will use suboptimal tactics allowing the PCs a chance to win if they can take advantage of the situation.</p><p></p><p>This seems like another semantical argument where one side considers tailoring predetermination and the other side considers tailoring constructing encounters that are specifically made to engage and challenge the players.</p><p></p><p>Just to be clear, tailoring to me means I create encounters to specifically engage and challenge the players. I like them to have a chance to achieve victory. I want them to find the challenges interesting. I want them to feel as though they are using their abilities in an interesting, meaningful way against a challenging enemy. Their powers are not meaningful if they get pasted too easily and not meaningful if they win too easily. I haven't found players that find such games enjoyable. I know I certainly don't enjoy games with too much of an extreme. I don't want to feel the DM is pulling punches to keep me alive or is too lazy to design challenging encounters. In either scenario, I feel like I've wasted my time designing my character.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6672693, member: 5834"] It is a form of tailoring given you're allowing something called karma to reload. That is your method of allowing the players to halt the natural process of their death. A scenario is tailoring. If your PCs have no possibility of winning without you playing something in a suboptimal way even if your reasoning is the beholders are crazy, then you are tailoring. I've done the same thing myself. This creature is crazy, so they will use suboptimal tactics allowing the PCs a chance to win if they can take advantage of the situation. This seems like another semantical argument where one side considers tailoring predetermination and the other side considers tailoring constructing encounters that are specifically made to engage and challenge the players. Just to be clear, tailoring to me means I create encounters to specifically engage and challenge the players. I like them to have a chance to achieve victory. I want them to find the challenges interesting. I want them to feel as though they are using their abilities in an interesting, meaningful way against a challenging enemy. Their powers are not meaningful if they get pasted too easily and not meaningful if they win too easily. I haven't found players that find such games enjoyable. I know I certainly don't enjoy games with too much of an extreme. I don't want to feel the DM is pulling punches to keep me alive or is too lazy to design challenging encounters. In either scenario, I feel like I've wasted my time designing my character. [/QUOTE]
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The Glass Cannon or the Bag of Hit Points
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