The battle has nearly reached its climax, but the outlook is dire. The Healer just went down... along with the Tank. You’re down to a handful of cantrips, and you send out one last firebolt. Natural 20! The Big Bad Evil Guy goes down and you save the day! The chase through the asteroid field has been dangerous and the shields can’t take any more. There's one last stretch to get through before the ship can make the jump out and you need three successes on four dice. Time to roll! Your group has snuck into the base to steal valuable intelligence in the war effort, but an important general is mere feet away from you with his back turned. One shot could change the tide in this war, you pull your side arm and… hope you get that dopamine hit once again. Our tabletop games are often about risk (no we don’t mean the board game) and the rewards aren’t just in game victories. We feel the success just as much as our imaginary characters do. So how do we balance these player experiences? -A B ...