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- "Chapter 1: Gamemastery Basics",
- "Running Encounters"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Unexpected Difficulty](/Rules.aspx?ID=856)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, [suggestions for dealing with a total party kill can be found on page 30](/Rules.aspx?ID=895).\n\n If a battle is too easy, it’s often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs’ success should still matter. Make sure the PCs feel the enemy’s desperation—possibly have the enemy sacrifice something important to them to secure their escape.\n\n In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—it’s more likely you should make adjustments.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Threats in Published Adventures</title>\r\n\r\nWhen you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as “moderate 3” for an encounter that’s a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments.\r\n</aside>",
- "name": "Unexpected Difficulty",
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- "label": "Social Encounters",
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- "label": "Special Battles and Movement",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>",
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- "Gamemastery Guide pg. 16"
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- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>",
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- "text": " Unexpected Difficulty Source Gamemastery Guide pg. 16 What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30. If a battle is too easy, it’s often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs’ success should still matter. Make sure the PCs feel the enemy’s desperation—possibly have the enemy sacrifice something important to them to secure their escape. In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—it’s more likely you should make adjustments. Threats in Published Adventures When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as “moderate 3” for an encounter that’s a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments. ",
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