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General Tabletop Discussion
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Why Unbalanced Combat Encounters Can Enhance Your Dungeons & Dragons Experience
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<blockquote data-quote="Enrahim2" data-source="post: 8942183" data-attributes="member: 7039850"><p>While I absolutely agree that this is a way to play I tend to find enjoyable, I have to emphasize that it come with a load of non-obvious consequences.</p><p></p><p>Maybe the most obvious is that the players must be prepared to lose. This philosophy will lead to stakes players really dont want to fail go the wrong way. While many like this, my impression is that most prefer movies with happy endings when they are looking for pure fun entertainment. If your players just want to chill, relax and have fun, you either should to make sure there are never any real stakes on the table - or make sure the combats are winnable when those stakes come up.</p><p></p><p>The second is that you as a DM need to be prepared to see the players lose. You need to accept the pain of seeing all the player characters fall one after the other as they heroically try to save their downed team mates in a fight you had been telegraphed as hard as you could was a no brainer run away scenario. You have to accept your bellowed npc they were escorting being left behind for death when the characters teleport away from the encounter you knew would just be a walkover for them.</p><p></p><p>Several classic D&D issues like overly caution, not really caring about their characters and 5 minute adventuring day is becoming exponentially more probable unless you are very carefull and proficient in managing your game.</p><p></p><p>In short - what you are opening up is a very different kind of game than the "villian of the week" game where the characters prevents some bad stuff from happening, and get the feel good ending. You are almost forced onto a grim sandbox. If this is what you and your players want, then it is great! But you shouldn't introduce it expecting the result to be just villain of the week with increased tension.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8942183, member: 7039850"] While I absolutely agree that this is a way to play I tend to find enjoyable, I have to emphasize that it come with a load of non-obvious consequences. Maybe the most obvious is that the players must be prepared to lose. This philosophy will lead to stakes players really dont want to fail go the wrong way. While many like this, my impression is that most prefer movies with happy endings when they are looking for pure fun entertainment. If your players just want to chill, relax and have fun, you either should to make sure there are never any real stakes on the table - or make sure the combats are winnable when those stakes come up. The second is that you as a DM need to be prepared to see the players lose. You need to accept the pain of seeing all the player characters fall one after the other as they heroically try to save their downed team mates in a fight you had been telegraphed as hard as you could was a no brainer run away scenario. You have to accept your bellowed npc they were escorting being left behind for death when the characters teleport away from the encounter you knew would just be a walkover for them. Several classic D&D issues like overly caution, not really caring about their characters and 5 minute adventuring day is becoming exponentially more probable unless you are very carefull and proficient in managing your game. In short - what you are opening up is a very different kind of game than the "villian of the week" game where the characters prevents some bad stuff from happening, and get the feel good ending. You are almost forced onto a grim sandbox. If this is what you and your players want, then it is great! But you shouldn't introduce it expecting the result to be just villain of the week with increased tension. [/QUOTE]
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