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<blockquote data-quote="Speaks With Stone" data-source="post: 2223539" data-attributes="member: 375"><p>I'd say that if the characters were not acting foolishly, then I'd modify the encounter. This is a game where the goal is fun. Everybody dying because they can't remember a clue from 2 weeks ago or other nonsense is not fun. My group basically plays every week, but on Mondays. Plenty of us have bad days and are looking to unwind and relax and have fun. We aren't looking for a test of how smart we are. We want a challenge, but one we can handle while being relatively smart and fairly stylistic. We had a character death this past week (and probably should have been a second death - my own), and that's no big deal. You get unlucky. </p><p></p><p>But if everyone dies when at the beginning of the night the DM just left the encounter in such a way that we all are going to get screwed, then no fun. We didn't learn a lesson. Don't try to teach us a lesson. We know how to play. We know that at any time the DM can set up an impossible encounter and wait for us to walk in. But we trust our DM to be tough AND fair. Tough being defined that we don't have to be perfect. We can make mistakes. We can even make sub-optimal choices because they are fun or different. Not everyone plays the game to prove how smart they are. But that is our group.</p><p></p><p>I can certainly see a group where they want to be challenged to make optimal choices every step of the way to anticipate, avoid, or overcome every obstacle. Hey, I've played HALO 2 on Legendary level - it's fun to be pushed to the limit at times - but I got tired of having to work that hard. I play games to relax. So that's my take and it seems to work for our group.</p><p></p><p>Perhaps you should ask your group's opinion on such things after they all die and before you start the next adventure.</p></blockquote><p></p>
[QUOTE="Speaks With Stone, post: 2223539, member: 375"] I'd say that if the characters were not acting foolishly, then I'd modify the encounter. This is a game where the goal is fun. Everybody dying because they can't remember a clue from 2 weeks ago or other nonsense is not fun. My group basically plays every week, but on Mondays. Plenty of us have bad days and are looking to unwind and relax and have fun. We aren't looking for a test of how smart we are. We want a challenge, but one we can handle while being relatively smart and fairly stylistic. We had a character death this past week (and probably should have been a second death - my own), and that's no big deal. You get unlucky. But if everyone dies when at the beginning of the night the DM just left the encounter in such a way that we all are going to get screwed, then no fun. We didn't learn a lesson. Don't try to teach us a lesson. We know how to play. We know that at any time the DM can set up an impossible encounter and wait for us to walk in. But we trust our DM to be tough AND fair. Tough being defined that we don't have to be perfect. We can make mistakes. We can even make sub-optimal choices because they are fun or different. Not everyone plays the game to prove how smart they are. But that is our group. I can certainly see a group where they want to be challenged to make optimal choices every step of the way to anticipate, avoid, or overcome every obstacle. Hey, I've played HALO 2 on Legendary level - it's fun to be pushed to the limit at times - but I got tired of having to work that hard. I play games to relax. So that's my take and it seems to work for our group. Perhaps you should ask your group's opinion on such things after they all die and before you start the next adventure. [/QUOTE]
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