ExploderWizard
Hero
True, but those numbers are generated and manipulated by a person. Plus in some cases it's more appropriate to challenge the entity created and defined by those numbers, depending on how much you want the play to be about the players-as-characters rather than the players-as-themselves.
The characters aren't real. The character won't recognize or appreciate being challenged. The player might appreciate it.
Theres also an irony in that this can be read as "I don't like balanced encounters as the game isn't *enough* of a tactical wargame".
What has balance (or lack of it) got to do with using (or not using) tactics?
DM fiat is, in my experience, a tool. It can be used well or badly. If I have crunched the numbers and set up my abilites such to execute a plan well and it is fiat-failed, then this is probably a bad use of it. If I am setting a situation up to deliberately fail (maybe its a appropriate to my characterisation) and it fiat-succeds, this is also a probably a bad use of it.
You have to trust your DM, and part of that is trusting them to rule consistently. Otherwise you risk playing Mother-May-I.
Mechanics are also tools that can either aid gameplay or interfere with it.
Honestly, I don't agree. If, in fiction, a plan has a one-in-a-million chance of succeeding, then it will always work. In the game, if the players make a plan with a one-in-a-million chance of succeeding, then surely they should either a) ride those odds, its their plan after all and to do otherwise is to negate thier choices and actions or b) come up with a plan with a better chance of success.
If that was a roundabout way of saying the players have a chance to pull off the caper of a lifetime or go down in flames depending on the merits of the plan and its execution then I agree.
No, it doesn't. But a game that does not run smoothly does not always equal a rewarding or satisfying game either.
Essentially, thats why I prefer a balanced/smooth running game - I'm more interested in the journey than the mechanics. If I can trust the game to run with minimal input from me, then I can spend more time worrying about worldbuilding or whatever.
This is where we differ. I don't plays these games to passively sit back and enjoy the ride. Thats what a movie or a book is for. RPGs are interactive shared entertainment which, to me, means the more interacting and participation by all involved the more fun and rewarding the experience can be.
We simply have different expectations/goals of play.