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Wizard vs Fighter - the math
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<blockquote data-quote="Oofta" data-source="post: 9183699" data-attributes="member: 6801845"><p>D&D is not designed to be a narrative cooperative game. The DM has always had behind-the-screen knowledge, always built and adjusted encounter difficulty based on the party or that first level party wouldn't make it far out of the front door. The way DMs do that is going to vary from one DM to another and their techniques will work for some people and not others. Some DMs take whatever is in a module and use that, whether it's a cake-walk for a TPK. Others will build encounters ahead of time, but only as part of overall prep. Some will adjust encounter B because encounter A was more or less difficult than expected. </p><p></p><p>For me? I don't major adjustments to stats once initiative is rolled but up until then it's open game. I never fudge dice rolls although (based on player preference) I likely will not use killer tactics. Even then if I really f*** up in extremely rare cases I may lower HP or neglect to use a recharge power. But for the most part? The players only know and are given information that their PC knows.</p><p></p><p>But this is just another of the extreme DM example paraded around as "proof" that the game doesn't work even though it's worked that way for going on 50 years now. Bad DMs are going to be bad DMs. If they're constantly fudging, constantly bringing in reinforcements every time the fight is too easy, that can be an issue. The solution? Chat with your DM, explain your issues. <em>Help them become better DMs. </em>Communication of expectations and what you want out of a game is a two-way street.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9183699, member: 6801845"] D&D is not designed to be a narrative cooperative game. The DM has always had behind-the-screen knowledge, always built and adjusted encounter difficulty based on the party or that first level party wouldn't make it far out of the front door. The way DMs do that is going to vary from one DM to another and their techniques will work for some people and not others. Some DMs take whatever is in a module and use that, whether it's a cake-walk for a TPK. Others will build encounters ahead of time, but only as part of overall prep. Some will adjust encounter B because encounter A was more or less difficult than expected. For me? I don't major adjustments to stats once initiative is rolled but up until then it's open game. I never fudge dice rolls although (based on player preference) I likely will not use killer tactics. Even then if I really f*** up in extremely rare cases I may lower HP or neglect to use a recharge power. But for the most part? The players only know and are given information that their PC knows. But this is just another of the extreme DM example paraded around as "proof" that the game doesn't work even though it's worked that way for going on 50 years now. Bad DMs are going to be bad DMs. If they're constantly fudging, constantly bringing in reinforcements every time the fight is too easy, that can be an issue. The solution? Chat with your DM, explain your issues. [I]Help them become better DMs. [/I]Communication of expectations and what you want out of a game is a two-way street. [/QUOTE]
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