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Why is it a bad thing to optimise?
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<blockquote data-quote="Pilgrim" data-source="post: 5651795" data-attributes="member: 6680799"><p>So, if I'm reading this right, you're saying that A.) the PCs should be able to resolve an encounter given to them, B.) if for any reason they don't succeed, then it's obvious that the DM made the encounter too difficult? And in doing so should probably already plan for the PCs to need the help of an NPC?</p><p></p><p>That would be pointless and very poor DMing in any case.</p><p></p><p>So, ultimately, this would equate to the the DM making sure that the PCs always succeed at every encounter placed before them, with no risk of failure.</p><p></p><p>Not to mention that you didn't take into account something the game is based around, random die rolls. Random rolls being the determining factor between success and failure.</p><p></p><p>Maybe I'm wrong, but I think that's how it's suppose to work. Without risk of failure the game would devolve into something resembling a poorly implemented interactive story.</p><p></p><p>As a player who has played in every edition of the game to date, I know just how poorly dice can roll, in every encounter, within a single session, regardless of how easy or hard the encounter is designed.</p><p></p><p>I'm sorry but I just can't follow that line of reasoning, it just seems too far off the mark.</p></blockquote><p></p>
[QUOTE="Pilgrim, post: 5651795, member: 6680799"] So, if I'm reading this right, you're saying that A.) the PCs should be able to resolve an encounter given to them, B.) if for any reason they don't succeed, then it's obvious that the DM made the encounter too difficult? And in doing so should probably already plan for the PCs to need the help of an NPC? That would be pointless and very poor DMing in any case. So, ultimately, this would equate to the the DM making sure that the PCs always succeed at every encounter placed before them, with no risk of failure. Not to mention that you didn't take into account something the game is based around, random die rolls. Random rolls being the determining factor between success and failure. Maybe I'm wrong, but I think that's how it's suppose to work. Without risk of failure the game would devolve into something resembling a poorly implemented interactive story. As a player who has played in every edition of the game to date, I know just how poorly dice can roll, in every encounter, within a single session, regardless of how easy or hard the encounter is designed. I'm sorry but I just can't follow that line of reasoning, it just seems too far off the mark. [/QUOTE]
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