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<blockquote data-quote="Kraydak" data-source="post: 4672426" data-attributes="member: 12306"><p>Generally, assuming that players aren't thinking rationally is a bad idea. Working from the assumption that players are thinking rationally, giving the information they have available is a much better idea. Note that, for example, estimating fight difficulty is *very hard* in DnD. Unless the DM is very clear (and extremely consistent), players will have no idea how hurt the opposition is. Misreading situations is *easy*, especially when appearance is at best a weak indicator of power.</p><p></p><p>Another problem a lot of DMs overlook is that flight (w/o Teleport) is generally impossible for PCs if their foes are agressive. PCs (almost invariably) are slower and less mobile than their enemies. The DM might know that the enemy will break pursuit for some reason, but the players, not knowing that, but knowing that they escape if their enemy doesn't let them (and will be at a major disadvantage if they try and fail) will turn and fight even foes that the DM thought he made clear were impossible.</p><p></p><p>And that choice makes sense. When in Death Ground, fight.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4672426, member: 12306"] Generally, assuming that players aren't thinking rationally is a bad idea. Working from the assumption that players are thinking rationally, giving the information they have available is a much better idea. Note that, for example, estimating fight difficulty is *very hard* in DnD. Unless the DM is very clear (and extremely consistent), players will have no idea how hurt the opposition is. Misreading situations is *easy*, especially when appearance is at best a weak indicator of power. Another problem a lot of DMs overlook is that flight (w/o Teleport) is generally impossible for PCs if their foes are agressive. PCs (almost invariably) are slower and less mobile than their enemies. The DM might know that the enemy will break pursuit for some reason, but the players, not knowing that, but knowing that they escape if their enemy doesn't let them (and will be at a major disadvantage if they try and fail) will turn and fight even foes that the DM thought he made clear were impossible. And that choice makes sense. When in Death Ground, fight. [/QUOTE]
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