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	<title>Comments on: Challenge Em – Get Your Players To Feel The Challenge In Your Game</title>
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6878</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 31 Jul 2009 18:07:53 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-6842&#039; rel=&quot;nofollow&quot;&gt;@Nojo&lt;/a&gt; - &quot;They are also good at noticing when I’m doing things to improve the bad guys’ odds, and work to break it up.&quot; 
There are usually 3 - 6 players against 1 GM, and they are plotting the whole time you are checking stats and writing things down for a combat. Even when you&#039;ve got the stuff worked out beforehand, the players still have the edge on # of brains. 

&quot;But for on the fly combat, I’m experimenting with doubling the baddies chance to hit, but turning them into Mooks. &quot;

This is a really good idea. They still hit and can put a little fear in the PCs, but they also get taken out easily and keep the combats short.  

&lt;a href=&#039;#comment-6853&#039; rel=&quot;nofollow&quot;&gt;@karazax&lt;/a&gt; - &quot;Perhaps not over the long haul, but for an evening, having everything go right can make the players feel like real heroes. &quot; That is definitely true. One of my GMs hated most of his games because we played well. We loved them, because we played well. 

&lt;a href=&quot;//www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game&quot;&quot; rel=&quot;nofollow&quot;&gt; @Scarecrow&lt;/a&gt; -I&#039;d love to hear how subsequent games have gone for you.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6878&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6842' rel="nofollow">@Nojo</a> &#8211; &#8220;They are also good at noticing when I’m doing things to improve the bad guys’ odds, and work to break it up.&#8221;<br />
There are usually 3 &#8211; 6 players against 1 GM, and they are plotting the whole time you are checking stats and writing things down for a combat. Even when you&#8217;ve got the stuff worked out beforehand, the players still have the edge on # of brains. </p>
<p>&#8220;But for on the fly combat, I’m experimenting with doubling the baddies chance to hit, but turning them into Mooks. &#8221;</p>
<p>This is a really good idea. They still hit and can put a little fear in the PCs, but they also get taken out easily and keep the combats short.  </p>
<p><a href='#comment-6853' rel="nofollow">@karazax</a> &#8211; &#8220;Perhaps not over the long haul, but for an evening, having everything go right can make the players feel like real heroes. &#8221; That is definitely true. One of my GMs hated most of his games because we played well. We loved them, because we played well. </p>
<p><a href="//www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game&quot;" rel="nofollow"> @Scarecrow</a> -I&#8217;d love to hear how subsequent games have gone for you.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6872</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Fri, 31 Jul 2009 13:41:24 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-6870&#039; rel=&quot;nofollow&quot;&gt;@theEmrys&lt;/a&gt; - In response (not necessarily defense) of the scaled up difficulty of climbing a wall, I would hope a GM is not just making the same wall more and more difficult, but encouraging player characters to try scaling walls that before would have been too difficult (like ones that are much more slick and possibly at strange angles).  In short, high level characters should be going after harder encounters, not the same encounters becoming more difficult.

But you are right on the rest of it.  Time limited scenarios are good too.  But higher level characters might have devices that stop/slow time (talk about major problems with the power curve)!

But, yes, change up the type encounters so the players have to try use something different than their same ol&#039; overly used and trusted techniques.

The irony is I&#039;m in a 4th edition game where I have a player with some ungodly plus to his diplomacy check.  This causes a strange situation where every word is practically a charm spell.  What I realized by having the player in the group was that I was depending on the diplomacy skill for too many things and I needed to mix in many of the other skills (bluff, intimidate, streetwise, insight, etc.).  I quickly have found that my diplo player didn&#039;t maximize those skills as much as that one.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6872&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6870' rel="nofollow">@theEmrys</a> &#8211; In response (not necessarily defense) of the scaled up difficulty of climbing a wall, I would hope a GM is not just making the same wall more and more difficult, but encouraging player characters to try scaling walls that before would have been too difficult (like ones that are much more slick and possibly at strange angles).  In short, high level characters should be going after harder encounters, not the same encounters becoming more difficult.</p>
<p>But you are right on the rest of it.  Time limited scenarios are good too.  But higher level characters might have devices that stop/slow time (talk about major problems with the power curve)!</p>
<p>But, yes, change up the type encounters so the players have to try use something different than their same ol&#8217; overly used and trusted techniques.</p>
<p>The irony is I&#8217;m in a 4th edition game where I have a player with some ungodly plus to his diplomacy check.  This causes a strange situation where every word is practically a charm spell.  What I realized by having the player in the group was that I was depending on the diplomacy skill for too many things and I needed to mix in many of the other skills (bluff, intimidate, streetwise, insight, etc.).  I quickly have found that my diplo player didn&#8217;t maximize those skills as much as that one.
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		<title>By: theEmrys</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6870</link>
		<dc:creator>theEmrys</dc:creator>
		<pubDate>Fri, 31 Jul 2009 13:07:21 +0000</pubDate>
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		<description>I think a big way to add challenge has to do with your Changing The Paradigm.  I think back to AD&amp;D days and once you hit name level (around 9 or 10), your challenges are more around building a stronghold... politicing with leaders.. etc.  What I don&#039;t like in games personally are when the combat challenges etc are artificially raised just because the PCs are better.  Why should a 10th level Thief have a harder time to climb a wall than a 1st level thief?  (or Rogue depending on your system.. ;) )  I like to throw in DIFFERENT challenges.  Maybe the party can wade through an army of orcs, but if the adventure is to rescue a kidnapped child, suddenly now the challenge is to get through in time rather than kill the enemy... and maybe you can&#039;t use area of effect spells... What if they&#039;re fighting a plague instead of a physical opponent... the tactics and approach change drastically.  

Now, I&#039;ve recently switched to HackMaster Basic as my game of choice and it adds some other elements to it which is nice.  The &quot;Threshold of Pain&quot; mechanic combined with penetration (exploding dice) makes it so even a low level monster/opponent can take down a high level character on a lucky shot.  I heard of one group who recently had a PC take a 31 hp hit from a goblin with a dagger due to some lucky rolling on the GM&#039;s part.  Now, some might not find this fun, but it adds a level of challenge and danger to the game no matter who your opponent is, and I like that because I don&#039;t like the idea that a higher level character is invincible to &quot;normal people&quot;.  That&#039;s how my games work anyway... :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6870&#039;,&#039;theEmrys&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think a big way to add challenge has to do with your Changing The Paradigm.  I think back to AD&amp;D days and once you hit name level (around 9 or 10), your challenges are more around building a stronghold&#8230; politicing with leaders.. etc.  What I don&#8217;t like in games personally are when the combat challenges etc are artificially raised just because the PCs are better.  Why should a 10th level Thief have a harder time to climb a wall than a 1st level thief?  (or Rogue depending on your system.. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )  I like to throw in DIFFERENT challenges.  Maybe the party can wade through an army of orcs, but if the adventure is to rescue a kidnapped child, suddenly now the challenge is to get through in time rather than kill the enemy&#8230; and maybe you can&#8217;t use area of effect spells&#8230; What if they&#8217;re fighting a plague instead of a physical opponent&#8230; the tactics and approach change drastically.  </p>
<p>Now, I&#8217;ve recently switched to HackMaster Basic as my game of choice and it adds some other elements to it which is nice.  The &#8220;Threshold of Pain&#8221; mechanic combined with penetration (exploding dice) makes it so even a low level monster/opponent can take down a high level character on a lucky shot.  I heard of one group who recently had a PC take a 31 hp hit from a goblin with a dagger due to some lucky rolling on the GM&#8217;s part.  Now, some might not find this fun, but it adds a level of challenge and danger to the game no matter who your opponent is, and I like that because I don&#8217;t like the idea that a higher level character is invincible to &#8220;normal people&#8221;.  That&#8217;s how my games work anyway&#8230; <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6856</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 30 Jul 2009 15:42:55 +0000</pubDate>
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		<description>Note to Scarecrow:

I noticed you were running Saga Edition Star Wars. While Saga has many good features, encounter balance is not one of them. It is very difficult to get the challenge level right in SWSE.

I have been running SWSE for nearly two years. There is a free PDF floating around that lets you use a budget system for Saga Edition that is similar to the system in D&amp;D 4e. That PDF has helped me a great deal, though it isn&#039;t perfect by any means. The advice listed in the corebook is bogus. The advice listed in the online document at WotC isn&#039;t the right answer either.

Google for Encounter by Budget System for Saga Edition. If you can&#039;t find it, visit RPGnet or RPGSite and send a PM (with your e-mail in it) to PaladinCA and I&#039;ll send it to you. I hope that it helps you with SWSE.

Challenging players can be a tough task, especially when the system has some built in design flaws that increase that difficulty.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6856&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Note to Scarecrow:</p>
<p>I noticed you were running Saga Edition Star Wars. While Saga has many good features, encounter balance is not one of them. It is very difficult to get the challenge level right in SWSE.</p>
<p>I have been running SWSE for nearly two years. There is a free PDF floating around that lets you use a budget system for Saga Edition that is similar to the system in D&amp;D 4e. That PDF has helped me a great deal, though it isn&#8217;t perfect by any means. The advice listed in the corebook is bogus. The advice listed in the online document at WotC isn&#8217;t the right answer either.</p>
<p>Google for Encounter by Budget System for Saga Edition. If you can&#8217;t find it, visit RPGnet or RPGSite and send a PM (with your e-mail in it) to PaladinCA and I&#8217;ll send it to you. I hope that it helps you with SWSE.</p>
<p>Challenging players can be a tough task, especially when the system has some built in design flaws that increase that difficulty.
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		<title>By: Nicholas</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6855</link>
		<dc:creator>Nicholas</dc:creator>
		<pubDate>Thu, 30 Jul 2009 15:30:18 +0000</pubDate>
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		<description>Beyond knowing their powers and using them effectively, you can set up the situation to optimize them. If your villain has a AoE powers make the room cramped. If he can move people around, throw in some traps to toss your players onto. Putting an enemy in the right terrain can ramp up the challenge without having to change any stats.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6855&#039;,&#039;Nicholas&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Beyond knowing their powers and using them effectively, you can set up the situation to optimize them. If your villain has a AoE powers make the room cramped. If he can move people around, throw in some traps to toss your players onto. Putting an enemy in the right terrain can ramp up the challenge without having to change any stats.
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		<title>By: karazax</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6853</link>
		<dc:creator>karazax</dc:creator>
		<pubDate>Thu, 30 Jul 2009 13:40:04 +0000</pubDate>
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		<description>In regards to the original article, it&#039;s also possible that the PC&#039;s just had a hot night with the dice, based on the fact that the DC&#039;s were set where the DM felt they were high.  When that is the case some times you just have to make guaranteed complications that don&#039;t have a die roll chance of being avoided.  Besides in most cases a night like that may be boring for the DM, but is often still fun for the players.  Perhaps not over the long haul, but for an evening, having everything go right can make the players feel like real heroes.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6853&#039;,&#039;karazax&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In regards to the original article, it&#8217;s also possible that the PC&#8217;s just had a hot night with the dice, based on the fact that the DC&#8217;s were set where the DM felt they were high.  When that is the case some times you just have to make guaranteed complications that don&#8217;t have a die roll chance of being avoided.  Besides in most cases a night like that may be boring for the DM, but is often still fun for the players.  Perhaps not over the long haul, but for an evening, having everything go right can make the players feel like real heroes.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6842</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Wed, 29 Jul 2009 19:01:39 +0000</pubDate>
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		<description>This is a great topic.

In Warhammer FRP and Dark Heresy, the chance to hit is often very low, 20% to 40%. A standard round can result in most or all the bad guys missing. There are plenty of rules on improving the odds: point blank range, ganging up in melee, and so on.

My problem would be the players are worried about maximizing their PC&#039;s chance (or helping another PC). They get a round to think. I don&#039;t. They are also good at noticing when I&#039;m doing things to improve the bad guys&#039; odds, and work to break it up.

Sometimes I plan an ambush, and it all works out.

But for on the fly combat, I&#039;m experimenting with doubling the badies chance to hit, but turning them into Mooks. The Mook part keeps the combat short and balanced, but the chance to hit means players are taking damage. Dark Heresy has a concept of a 2HP Mook, where if you don&#039;t cause a lot of damage with the first hit, the Mook lives on until it takes a second hit.

For BBEGs, I like to play Jack in the Box. When the BBEG goes down, and the party isn&#039;t beaten up enough, then the real bad thing cuts loose. However, should the party have stumbled, and just barely survived the initial BBEG, the GM can just not bring out second act.

Examples: The BBEG&#039;s deamon sword fractures: releasing the deamon. The rival bad guys who were hoping the PCs would take out their competition now reveal themselves and act to eliminate the weakened PCs. As the BBEG&#039;s blood flows into the ground, he rises as an undead. The deamon who was possessing the BBEG is unharmed, and takes up the fight. And so on.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6842&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is a great topic.</p>
<p>In Warhammer FRP and Dark Heresy, the chance to hit is often very low, 20% to 40%. A standard round can result in most or all the bad guys missing. There are plenty of rules on improving the odds: point blank range, ganging up in melee, and so on.</p>
<p>My problem would be the players are worried about maximizing their PC&#8217;s chance (or helping another PC). They get a round to think. I don&#8217;t. They are also good at noticing when I&#8217;m doing things to improve the bad guys&#8217; odds, and work to break it up.</p>
<p>Sometimes I plan an ambush, and it all works out.</p>
<p>But for on the fly combat, I&#8217;m experimenting with doubling the badies chance to hit, but turning them into Mooks. The Mook part keeps the combat short and balanced, but the chance to hit means players are taking damage. Dark Heresy has a concept of a 2HP Mook, where if you don&#8217;t cause a lot of damage with the first hit, the Mook lives on until it takes a second hit.</p>
<p>For BBEGs, I like to play Jack in the Box. When the BBEG goes down, and the party isn&#8217;t beaten up enough, then the real bad thing cuts loose. However, should the party have stumbled, and just barely survived the initial BBEG, the GM can just not bring out second act.</p>
<p>Examples: The BBEG&#8217;s deamon sword fractures: releasing the deamon. The rival bad guys who were hoping the PCs would take out their competition now reveal themselves and act to eliminate the weakened PCs. As the BBEG&#8217;s blood flows into the ground, he rises as an undead. The deamon who was possessing the BBEG is unharmed, and takes up the fight. And so on.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6839</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 29 Jul 2009 17:16:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game#comment-6839</guid>
		<description>&lt;a href=&#039;#comment-6831&#039; rel=&quot;nofollow&quot;&gt;@Bercilac&lt;/a&gt; - Nice advice. A lot of rolls do come down to if you don&#039;t succeed, there are no consequences and that takes a lot of the sense of danger out of the game. 

&lt;a href=&#039;#comment-6837&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - My players always jumped passed the level of monsters rather easily. In D&amp;D 3.5, I think the nature of PC powers is always scaled above the nature of things out of the monster manual. I took to using NPCs of races for fights, but came across the problem of always losing track of all their unique powers. I started using much higher level adversaries and toning down one or two factors when necessary. 

&lt;a href=&#039;#comment-6838&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - &quot;Be both sensitive and a hard-ass.&quot; I love that. Most of the GMs I&#039;ve talked to are the type who want to see the party succeed. Maintaining that &quot;I can kill you with my dice&quot; aura, while reveling in the party&#039;s success can definitely be challenging.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6839&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6831' rel="nofollow">@Bercilac</a> &#8211; Nice advice. A lot of rolls do come down to if you don&#8217;t succeed, there are no consequences and that takes a lot of the sense of danger out of the game. </p>
<p><a href='#comment-6837' rel="nofollow">@Scott Martin</a> &#8211; My players always jumped passed the level of monsters rather easily. In D&amp;D 3.5, I think the nature of PC powers is always scaled above the nature of things out of the monster manual. I took to using NPCs of races for fights, but came across the problem of always losing track of all their unique powers. I started using much higher level adversaries and toning down one or two factors when necessary. </p>
<p><a href='#comment-6838' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; &#8220;Be both sensitive and a hard-ass.&#8221; I love that. Most of the GMs I&#8217;ve talked to are the type who want to see the party succeed. Maintaining that &#8220;I can kill you with my dice&#8221; aura, while reveling in the party&#8217;s success can definitely be challenging.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6838</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 29 Jul 2009 16:08:39 +0000</pubDate>
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		<description>Whatever &#039;metric&#039; you&#039;re using to scale encounters, make sure you take notes.  I found that my D&amp;D 3.5 party was fighting at approximately &quot;level +1.5&quot;, and when I started scaling the fights appropriately, the game got that much more fun.

Don&#039;t be afraid of &quot;combined arms&quot; just because you don&#039;t like a certain class or type of critter. I hate casters (too much research and prep), so I tended to hit the party with a bunch of fighters or One Big Critter. When I got over that hang-up, life for the party got really interesting. 

Come up with tactics ahead of time. Find and exploit synergies in the system (necromancer + undead + Desecrated area = win). Find the weaknesses of the PCs.  After all, they&#039;re probably famous at this point, and bad guys do research, too.

Be both sensitive and a hard-ass. Be sensitive to your players&#039; needs (as it sounds Scarecrow is), but be enough of a hard-ass to make them fear what you just might do. It&#039;s a balance I wrestle with pretty regularly.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6838&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Whatever &#8216;metric&#8217; you&#8217;re using to scale encounters, make sure you take notes.  I found that my D&amp;D 3.5 party was fighting at approximately &#8220;level +1.5&#8243;, and when I started scaling the fights appropriately, the game got that much more fun.</p>
<p>Don&#8217;t be afraid of &#8220;combined arms&#8221; just because you don&#8217;t like a certain class or type of critter. I hate casters (too much research and prep), so I tended to hit the party with a bunch of fighters or One Big Critter. When I got over that hang-up, life for the party got really interesting. </p>
<p>Come up with tactics ahead of time. Find and exploit synergies in the system (necromancer + undead + Desecrated area = win). Find the weaknesses of the PCs.  After all, they&#8217;re probably famous at this point, and bad guys do research, too.</p>
<p>Be both sensitive and a hard-ass. Be sensitive to your players&#8217; needs (as it sounds Scarecrow is), but be enough of a hard-ass to make them fear what you just might do. It&#8217;s a balance I wrestle with pretty regularly.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6837</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 29 Jul 2009 15:42:17 +0000</pubDate>
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		<description>Bercilac&#039;s advice is excellent-- if the PCs blow through a certain level of challenge, stop rolling for them but don&#039;t take them out of the world. Instead, describe them blowing through the locks would make that a master thief sweat [but that you know they won&#039;t fail at]... and spend more time on the challenges that are still challenging.

I&#039;ve had some trouble with my PCs breezing past appropriate+ fights (in 3.5)-- I&#039;ll borrow several of your suggestions and see if they restore tension to the game. It&#039;d be nice if there was a mechanical way to incorporate &quot;succeed at cost&quot; and &quot;yes, but&quot; successes. I&#039;ll have to research and see what looks good.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6837&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Bercilac&#8217;s advice is excellent&#8211; if the PCs blow through a certain level of challenge, stop rolling for them but don&#8217;t take them out of the world. Instead, describe them blowing through the locks would make that a master thief sweat [but that you know they won't fail at]&#8230; and spend more time on the challenges that are still challenging.</p>
<p>I&#8217;ve had some trouble with my PCs breezing past appropriate+ fights (in 3.5)&#8211; I&#8217;ll borrow several of your suggestions and see if they restore tension to the game. It&#8217;d be nice if there was a mechanical way to incorporate &#8220;succeed at cost&#8221; and &#8220;yes, but&#8221; successes. I&#8217;ll have to research and see what looks good.
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		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6832</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Wed, 29 Jul 2009 13:49:40 +0000</pubDate>
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		<description>Another thought:

Know the consequences of failure, and if they aren&#039;t interesting consequences don&#039;t call for a roll.  As the D&amp;D DMG says, &quot;encourage the players to take 10 (i.e. settle for an average result).&quot;  Related to the advice in a previous article (What a GM must never say), try to say this with in-game messages.  &quot;The lock looks tricky, but nothing you haven&#039;t seen before.  You&#039;re confident that it&#039;ll give way if you give it a bit of effort.&quot;

Call for a roll if there&#039;s a time limit, or if failure will cause irreparable damage (to the pcs or something or someone else).  Let them roleplay through most situations and be creative.  When you call for a roll, there&#039;s tension on it.  Then the tough part: every now and again the players miss a roll (even if it&#039;s just rolling a critical failure, or whatever your system has).  Then you have to follow through.  Failure for a roll should carry consequences dire enough that the players have to at least modify their plans or try a new line of attack, but not so dire that messing up a single roll destroys any chance at succeeding at their main objectives (messing up a whole SERIES of rolls is another matter).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6832&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another thought:</p>
<p>Know the consequences of failure, and if they aren&#8217;t interesting consequences don&#8217;t call for a roll.  As the D&amp;D DMG says, &#8220;encourage the players to take 10 (i.e. settle for an average result).&#8221;  Related to the advice in a previous article (What a GM must never say), try to say this with in-game messages.  &#8220;The lock looks tricky, but nothing you haven&#8217;t seen before.  You&#8217;re confident that it&#8217;ll give way if you give it a bit of effort.&#8221;</p>
<p>Call for a roll if there&#8217;s a time limit, or if failure will cause irreparable damage (to the pcs or something or someone else).  Let them roleplay through most situations and be creative.  When you call for a roll, there&#8217;s tension on it.  Then the tough part: every now and again the players miss a roll (even if it&#8217;s just rolling a critical failure, or whatever your system has).  Then you have to follow through.  Failure for a roll should carry consequences dire enough that the players have to at least modify their plans or try a new line of attack, but not so dire that messing up a single roll destroys any chance at succeeding at their main objectives (messing up a whole SERIES of rolls is another matter).
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		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-em-get-your-players-to-feel-the-challenge-in-your-game/comment-page-1#comment-6831</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Wed, 29 Jul 2009 12:40:14 +0000</pubDate>
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		<description>I think &quot;changing the paradigm&quot; comes close to what I read as scarecrow&#039;s intention  in making players &quot;succeed at a cost.&quot;  I once read that in war one should &quot;put your enemy on the horns of the dilemma.&quot;  I.E. put them in a situation where there are no good choices.  Does Batman save the saviour of the city or his one true love?  (Well, he does both, but make it so the pcs can&#039;t take the easy way out.)  The dark lord&#039;s legions are marching on the innocent halfling villages...  Do they try to prevent loss of life, or go for the knock-out blow in the interest of &quot;the greater good?&quot;  (It&#039;d be fascinating to see how different &quot;good&quot; characters handle this.)

If you have an evil party (and I think they&#039;re more common than orthodoxy admits), you just need to pick something else that they&#039;re afraid of losing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6831&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think &#8220;changing the paradigm&#8221; comes close to what I read as scarecrow&#8217;s intention  in making players &#8220;succeed at a cost.&#8221;  I once read that in war one should &#8220;put your enemy on the horns of the dilemma.&#8221;  I.E. put them in a situation where there are no good choices.  Does Batman save the saviour of the city or his one true love?  (Well, he does both, but make it so the pcs can&#8217;t take the easy way out.)  The dark lord&#8217;s legions are marching on the innocent halfling villages&#8230;  Do they try to prevent loss of life, or go for the knock-out blow in the interest of &#8220;the greater good?&#8221;  (It&#8217;d be fascinating to see how different &#8220;good&#8221; characters handle this.)</p>
<p>If you have an evil party (and I think they&#8217;re more common than orthodoxy admits), you just need to pick something else that they&#8217;re afraid of losing.
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