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Why Is The Assassin Rpgue?
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<blockquote data-quote="jgsugden" data-source="post: 9261203" data-attributes="member: 2629"><p>First - I agree that a CR 3 monster being assassinated by a 3rd level assassin before it can act is reasonable (for some CR 3 monsters), at least. The PC is an assassin - and that is a way for them to be an assassin and feel like an assassin.</p><p></p><p>However, your general statement is not a great look at the game. A CR 3 solo monster encounter for a level 3 party of 4 PCs is actually a Medium difficulty encounter. The DMG recommends these take place - and is right to do so. The DMG also notes - that by intent - there is really no risk to the lives of the PCs in these medium encounters.</p><p></p><p>So why have fights that the PCs are guaranteed to survive?</p><p></p><p>#1: It makes the PCs feel powerful.</p><p>#2: Because dying is not the only way to fail.</p><p></p><p>Let's say I put an Ogre Chain Brute (AC 11, 59 hp) on guard outside a cave. Inside the cave is an entire tribe of foes. It is a horrible choice for a guard given their lousy perception - but when might makes right, the chief of the tribe may value their ability to fight over their perceptiveness. As it has no ranged weapon, it may be a horrible choice as a guard, really.</p><p></p><p>As the PCs approach this cave there could be several ways for thePCs to fail that do not involve being hurt, much less dying. The ogre could raise an alarm. The ogre could retreat into cave and get total cover. The ogre could set off a trap that makes life for the PCs harder. </p><p></p><p>I through a few kobolds at high level parties here and there because the story says it should happen ... and sometimes those 13th level parties fail in the encounter because they don't realize the risks they face. </p><p></p><p>I've play in a lot of games where the DM felt a need to make <em>every</em> combat a deadly encounter. They get offended when the PCs stomp on their monsters. They want every encounter to be a "just barely" win by the PCs. Those games, in general, are boring games. The DMs <em>tend</em> to focus on making them so close that the PCs don't really matter. If the PCs are winning too easily, the DM makes it harder to make it 'more interesting'. If the combat is too hard, the DM has the monsters make dumb decisions to "give the PCs a chance". The DM is essentially counterbalancing whatever the PCs do - which essentially negates their contribution. Whatever the PCs elect to do, the outcome is always the same. The DM might as well be playing with themselves. </p><p></p><p>It is better to include a variety of encounter difficulties, have different 'win criteria' beyond just living and dying, and then let the chips fall where they may on game day.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9261203, member: 2629"] First - I agree that a CR 3 monster being assassinated by a 3rd level assassin before it can act is reasonable (for some CR 3 monsters), at least. The PC is an assassin - and that is a way for them to be an assassin and feel like an assassin. However, your general statement is not a great look at the game. A CR 3 solo monster encounter for a level 3 party of 4 PCs is actually a Medium difficulty encounter. The DMG recommends these take place - and is right to do so. The DMG also notes - that by intent - there is really no risk to the lives of the PCs in these medium encounters. So why have fights that the PCs are guaranteed to survive? #1: It makes the PCs feel powerful. #2: Because dying is not the only way to fail. Let's say I put an Ogre Chain Brute (AC 11, 59 hp) on guard outside a cave. Inside the cave is an entire tribe of foes. It is a horrible choice for a guard given their lousy perception - but when might makes right, the chief of the tribe may value their ability to fight over their perceptiveness. As it has no ranged weapon, it may be a horrible choice as a guard, really. As the PCs approach this cave there could be several ways for thePCs to fail that do not involve being hurt, much less dying. The ogre could raise an alarm. The ogre could retreat into cave and get total cover. The ogre could set off a trap that makes life for the PCs harder. I through a few kobolds at high level parties here and there because the story says it should happen ... and sometimes those 13th level parties fail in the encounter because they don't realize the risks they face. I've play in a lot of games where the DM felt a need to make [I]every[/I] combat a deadly encounter. They get offended when the PCs stomp on their monsters. They want every encounter to be a "just barely" win by the PCs. Those games, in general, are boring games. The DMs [I]tend[/I] to focus on making them so close that the PCs don't really matter. If the PCs are winning too easily, the DM makes it harder to make it 'more interesting'. If the combat is too hard, the DM has the monsters make dumb decisions to "give the PCs a chance". The DM is essentially counterbalancing whatever the PCs do - which essentially negates their contribution. Whatever the PCs elect to do, the outcome is always the same. The DM might as well be playing with themselves. It is better to include a variety of encounter difficulties, have different 'win criteria' beyond just living and dying, and then let the chips fall where they may on game day. [/QUOTE]
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