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<blockquote data-quote="Yora" data-source="post: 8675544" data-attributes="member: 6670763"><p>I find it quite unsatisfying when the GM adds new encounters because he wants to change the pacing, makes monsters stronger because he thinks fights are too easy, or makes monsters weakers to prevent the players from losing a fight. And that's my GM opinion.</p><p></p><p>Player actuons and choices matter more when they can be good choices that make things easier, or bad choices that make things harder or can fail. If the choices and tactics of the players don't affect what happens in the game, then the whole exercise seems quite pointless.</p><p></p><p>What it comes down to is whether the players feel that their choices make a difference and that things don't change to adjust to their performance. And the key to this is to stay consistent with enemies and NPCs. If yhings go reallymwell, let the players have that. If things go really bad, let the players fail. Things that are the same should stay the same. If there are differences between them, then the differences should have been applied from the start and become apparent later, regardless of how the players have been performing at that point.</p></blockquote><p></p>
[QUOTE="Yora, post: 8675544, member: 6670763"] I find it quite unsatisfying when the GM adds new encounters because he wants to change the pacing, makes monsters stronger because he thinks fights are too easy, or makes monsters weakers to prevent the players from losing a fight. And that's my GM opinion. Player actuons and choices matter more when they can be good choices that make things easier, or bad choices that make things harder or can fail. If the choices and tactics of the players don't affect what happens in the game, then the whole exercise seems quite pointless. What it comes down to is whether the players feel that their choices make a difference and that things don't change to adjust to their performance. And the key to this is to stay consistent with enemies and NPCs. If yhings go reallymwell, let the players have that. If things go really bad, let the players fail. Things that are the same should stay the same. If there are differences between them, then the differences should have been applied from the start and become apparent later, regardless of how the players have been performing at that point. [/QUOTE]
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