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<blockquote data-quote="Mallus" data-source="post: 4702620" data-attributes="member: 3887"><p>The players are stupid if they deliberately take on a challenge they cannot possibly defeat nor escape from if they engage it (hello obvious my old friend!). Every edition of D&D provides many of these lopsided match ups. </p><p></p><p></p><p>This doesn't alter the fact that the rules dictate some challenges are <em>insurmountable</em> to the players if they're not high enough in level, and that at any given time during the campaign a good DM has to populate the environment with <em>surmountable</em> challenges, in addition to providing ample information/hints as to which ones are not. </p><p></p><p>Which means the DM is actively taking steps to ensure level-appropriate challenges exist. </p><p> </p><p></p><p>Which is what I wrote. </p><p></p><p></p><p>I didn't say they were the same, one method affords more player choice. Both have the same goal: make sure level-appropriate challenges exist for the players to take on. Both methods contrive the <em>world</em> into a place the <em>game</em> can take place. </p><p></p><p>Both also restrict the number of level-inappropriate challenges the players face, one directly through outright control of the encounters themselves, and the other indirectly through reliable information and use of 'invisible walls (ie, the CR 18 dragon on Mt. Fang that hunts in the Forest of Perishables never decides to torch the village of Starting Hamlet, at least while the low-level PC's are there shopping for 10' poles and flaming oil).</p></blockquote><p></p>
[QUOTE="Mallus, post: 4702620, member: 3887"] The players are stupid if they deliberately take on a challenge they cannot possibly defeat nor escape from if they engage it (hello obvious my old friend!). Every edition of D&D provides many of these lopsided match ups. This doesn't alter the fact that the rules dictate some challenges are [i]insurmountable[/i] to the players if they're not high enough in level, and that at any given time during the campaign a good DM has to populate the environment with [i]surmountable[/i] challenges, in addition to providing ample information/hints as to which ones are not. Which means the DM is actively taking steps to ensure level-appropriate challenges exist. Which is what I wrote. I didn't say they were the same, one method affords more player choice. Both have the same goal: make sure level-appropriate challenges exist for the players to take on. Both methods contrive the [i]world[/i] into a place the [i]game[/i] can take place. Both also restrict the number of level-inappropriate challenges the players face, one directly through outright control of the encounters themselves, and the other indirectly through reliable information and use of 'invisible walls (ie, the CR 18 dragon on Mt. Fang that hunts in the Forest of Perishables never decides to torch the village of Starting Hamlet, at least while the low-level PC's are there shopping for 10' poles and flaming oil). [/QUOTE]
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