candidus_cogitens said:The "difficult-but-possible" principle is the tricky part. To a degree, one can depend on this being achieved if the encounters are matched to the party's level. On the other hand, however, there is a lot that depends on the judgment of the DM. A DM can easily make things too hard (without meaning to) simply by allowing the PCs too not enough time to rest up, not enough opportunity to acquire necessary items, giving not enough information, etc.--all without posing them against something of a very high CR. Likewise, it is easy for a DM to make things too easy.
But this analysis ignores the fact that the DM is not just a referee/observer/facilitator/computer-substitute, but also an active player/participant in the game, and that achieving that 'difficult but possible' balance is the way that the DM 'plays' the game. Players' enjoyment of the game (from a Gamist approach, which IMO is the most appropriate and satisfying approach to D&D -- see Henry's Gygax quote above) comes from defeating the DM's challenges through skill and luck. The DM's enjoyment of the game comes from creating those challenges for the players, and to suggest that this can or should be reduced to some sort of fixed formula is to marginalize the DM's role as active participant in the game.
Another thing to keep in mind is that just because the campaign as a whole is balanced to be 'difficult but possible' by no means suggests every single encounter need be so-balanced. Part of good game-play on the players' behalf is to recognize appropriate challenges -- to avoid encounters that are too tough, either permanently or until better equipped/prepared, and to not be distracted and waste time and resources on encounters that are too easy -- and part of good game play on the DM's behalf is to force such decisions on the players. A party of players who assumes that every single encounter they face is going to be 'difficult but possible' is not playing the game well, and will almost certainly pay with their characters' lives (assuming both players and DM are operating under a Gamist approach, of course).
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