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<blockquote data-quote="FitzTheRuke" data-source="post: 9819734" data-attributes="member: 59816"><p>I'm different than many here in that I <em>don't</em> (usually) simply decide what is in the world (easy or hard encounter-wise) and let the balance figure itself out, but instead I try to make for an <em>interesting</em> encounter - with new tactical decisions, different enemies, and an interesting location. As different as possible than the <em>last encounter</em>. So, yeah - sometimes it means that this one will be hard (in particular if the last one was easy) or vice-versa. Or if the difficulty remains (approximately) the same, then at least the situation is very different. </p><p></p><p>I also try to use <em>narrative stakes</em> as much as possible, so that even something that is mechanically trivial <em>feels</em> like a life-or-death struggle, or something that is, balance-wise, a close call, feels like a glorious victory. I often (but importantly not always) strive for the only "balance" being that my favorite encounter-result is this: Just when the players start to think that they might actually <em>lose</em> this fight, they then soon win.</p><p></p><p>It's why I've never understood those that think that combat is "boring" or that it's somehow different from "role-play" or that it should be considered a "lose condition". I generally run combats that are exciting, and I think my players tend to agree.</p><p></p><p>(They can sometimes grind a bit when I run them here by PBP, but I think that's because they can take a whole <em>month</em> to run, and I haven't found a good way to adjust for that or to keep them moving more quickly, but that's another story).</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9819734, member: 59816"] I'm different than many here in that I [I]don't[/I] (usually) simply decide what is in the world (easy or hard encounter-wise) and let the balance figure itself out, but instead I try to make for an [I]interesting[/I] encounter - with new tactical decisions, different enemies, and an interesting location. As different as possible than the [I]last encounter[/I]. So, yeah - sometimes it means that this one will be hard (in particular if the last one was easy) or vice-versa. Or if the difficulty remains (approximately) the same, then at least the situation is very different. I also try to use [I]narrative stakes[/I] as much as possible, so that even something that is mechanically trivial [I]feels[/I] like a life-or-death struggle, or something that is, balance-wise, a close call, feels like a glorious victory. I often (but importantly not always) strive for the only "balance" being that my favorite encounter-result is this: Just when the players start to think that they might actually [I]lose[/I] this fight, they then soon win. It's why I've never understood those that think that combat is "boring" or that it's somehow different from "role-play" or that it should be considered a "lose condition". I generally run combats that are exciting, and I think my players tend to agree. (They can sometimes grind a bit when I run them here by PBP, but I think that's because they can take a whole [I]month[/I] to run, and I haven't found a good way to adjust for that or to keep them moving more quickly, but that's another story). [/QUOTE]
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