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#13 |
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Join Date: Sep 2004
Location: Canada
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I advocate against taking into account EVERY single part of the party composition, player psychology, possible tactics, etc.
This is for a number of reasons:
The tactical planning on the players part is part of the fun they're having. If they do something brilliant and get rewarded with a smooth and easy fight, they notice that they did something brilliant and they feel good about themselves. If they do something dumb and get beaten up badly, it's a valuable learning experience, and should go towards them doing something brilliant (eventually). GMs will have to adjust a little for their own groups, but having a baseline to adjust from is easier than nothing. I find my players tend to waltz through D&D 4e encounters "appropriately" rated for their level, so I go with the guideline, and then add an extra monster of their level. That brings the encounter to a level of difficulty that everyone seems to find "fun". In GURPS, I'd probably tweak monster defenses up by 1 instead, since an extra foe means a lot more in a game with strict facing rules.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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| Tags |
| balance, dungeon fantasy, encounter |
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