Imaro said:So...now you're making it into one of those boring fights you talked about earlier through metagame means? I feel like you are moving your logic and reasoning back and forth.
Since when has "reducing variability" meant "boring"? The fight is still risky, in that if the players are dumb, they can get their butts kicked. This is entirely compatible with saying that if the players are _unlucky_, they won't find themselves suddenly in a hole they can't get out of. Heck, APs are often touted as one of the ways to encourage people to do _more_ wild, heroic stunts than they would otherwise. (Personally I reckon they're better used as insurance, but that's another topic.)
No, when you plan the encounter...before play begins to make it "risky" would be to set it at a level where the use of per-day abilities would be a strong or even neccessary factor in achieving victory. Thus if the per-day abilities are expended before reaching that encounter then it is now a deadly encounter. Without a clear identifier(metagame or in-game to determine which is the "significant" encounter...you know like in star wars sith lord=significant encounter, stormtrooper=/=significant encounter) it's randomness, and randomness never favors the PC's.
Whereas this sounds like you're basically telegraphing to your players "this fight is unimportant except to wear you down".
Last edited: