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<blockquote data-quote="Yaarel" data-source="post: 8676150" data-attributes="member: 58172"><p>With regard to a DM "fixing" an encounter on the fly, I find I no longer need to do anything like that.</p><p></p><p>I no longer use experience points - nor milestones.</p><p></p><p>Instead, I simply count the numbers of encounters to advance to the next level. (The number of encounters depends on the level. For example, from 1 to 2 is about four encounters; from 5 to 6 about sixteen encounters.)</p><p></p><p>If an encounter turns out to have been difficult, it is worth 1½ encounters (or even 2 if a near TPK). If an encounter turns out to have been easy, it is worth ½ an encounter.</p><p></p><p>So, it just doesnt matter if an encounter was easy or difficult. Whatever way an encounter actually turns out, advancement proceeds accordingly.</p><p></p><p>Whether an encounter was difficult because I planned to be, or it unexpectedly turned out to be, doesnt matter. Either way, it is worth 1½ encounters.</p><p></p><p>So, there is nothing to "fix".</p><p></p><p></p><p>Even before switching to advancement by encounter number, I intentionally mixed in encounters that were too difficult that required players to avoid or flee. Oppositely, I mixed in super-easy cake-walk encounters, where players could feel powerful. I mixed it up for the sake of a world with verisimilitude.</p><p></p><p>So here too. It just doesnt matter if an encounter turns easy or difficult.</p><p></p><p>There is no need for a DM to "fix" an encounter.</p><p></p><p></p><p></p><p>(Heh. The only things I regret is giving out a magic item, as treasure, that turns out to be way more powerful than I intended. I dont have a foolproof plan for that yet. But even so, if it makes an encounter easy, that in itself is no problem.)</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8676150, member: 58172"] With regard to a DM "fixing" an encounter on the fly, I find I no longer need to do anything like that. I no longer use experience points - nor milestones. Instead, I simply count the numbers of encounters to advance to the next level. (The number of encounters depends on the level. For example, from 1 to 2 is about four encounters; from 5 to 6 about sixteen encounters.) If an encounter turns out to have been difficult, it is worth 1½ encounters (or even 2 if a near TPK). If an encounter turns out to have been easy, it is worth ½ an encounter. So, it just doesnt matter if an encounter was easy or difficult. Whatever way an encounter actually turns out, advancement proceeds accordingly. Whether an encounter was difficult because I planned to be, or it unexpectedly turned out to be, doesnt matter. Either way, it is worth 1½ encounters. So, there is nothing to "fix". Even before switching to advancement by encounter number, I intentionally mixed in encounters that were too difficult that required players to avoid or flee. Oppositely, I mixed in super-easy cake-walk encounters, where players could feel powerful. I mixed it up for the sake of a world with verisimilitude. So here too. It just doesnt matter if an encounter turns easy or difficult. There is no need for a DM to "fix" an encounter. (Heh. The only things I regret is giving out a magic item, as treasure, that turns out to be way more powerful than I intended. I dont have a foolproof plan for that yet. But even so, if it makes an encounter easy, that in itself is no problem.) [/QUOTE]
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