tomBitonti
Adventurer
Not necessarily wrong ...
Followed by the players charging different wraiths ... which was a bad idea since the wraiths regenerate.
This is not necessarily wrong, just wrong in those circumstances. The question really is, should the players be expected to know at their level that wraiths regenerate, and that the key to the encounter is to concentrate on the individual wraiths? I don't think so (absent meta-knowledge). Then the question becomes what is the mechanism for the players to learn or figure out that the wraiths are regenerating, and to adjust their tactics? The point here is that many encounters will introduce unique features. Even more to the point: That is a large part of the fun -- figuring out and adapting to the unique features.
I'd say a better editorial would have focused on making sure the DM properly informs the players, appropriately, what is happening, and to coach them on their observation and problem solving skills.
EDIT: As well, this is a key point for encounter design: Players may very well start the encounter not knowing some important features that will only be revealed as the encounter progresses. Players will likely be harmed initially because they don't know those features, and that is to be expected. The measure of the encounter difficulty has to take this into account.
Starting an encounter incorrectly is not a problem ... failing to learn and adapt is a problem.
As soon as the fight started, the mistakes started piling up...
Followed by the players charging different wraiths ... which was a bad idea since the wraiths regenerate.
This is not necessarily wrong, just wrong in those circumstances. The question really is, should the players be expected to know at their level that wraiths regenerate, and that the key to the encounter is to concentrate on the individual wraiths? I don't think so (absent meta-knowledge). Then the question becomes what is the mechanism for the players to learn or figure out that the wraiths are regenerating, and to adjust their tactics? The point here is that many encounters will introduce unique features. Even more to the point: That is a large part of the fun -- figuring out and adapting to the unique features.
I'd say a better editorial would have focused on making sure the DM properly informs the players, appropriately, what is happening, and to coach them on their observation and problem solving skills.
EDIT: As well, this is a key point for encounter design: Players may very well start the encounter not knowing some important features that will only be revealed as the encounter progresses. Players will likely be harmed initially because they don't know those features, and that is to be expected. The measure of the encounter difficulty has to take this into account.
Starting an encounter incorrectly is not a problem ... failing to learn and adapt is a problem.
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