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Running the Encounter

Once you've rolled initiative and set the scene, it's time to dive into the encounter. Go around the table in initiative order, asking each player …

Once you've rolled initiative and set the scene, it's time to dive into the encounter. Go around the table in initiative order, asking each player what they would like to do on their turn; when it comes time for any NPCs, monsters, traps, or features of the environment to act, you control them yourself. Unexpected Difficulty 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. If it's likely to kill everyone, strongly consider ways to end the encounter differently. The enemy 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 at the link. If a battle is too easy, it's often best to let the players enjoy their victory. 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.

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