Maybe, just maybe, there is space inbetween "all players are the worst and don't know anything" and "all players play perfect" and they could try to balance around that spot in the middle of these two extremes?Sure, with practice, but in a party with a mentor who hasn't run it in months, and two sprouts running it for the first time, of course someone's going to mess up a mechanic. A dungeon run where everyone executes every mechanic perfectly is a rarity in this--or any--video game. Designing around the assumption that players are going to be a) experienced and b) perfect seems like a approach that's guaranteed to fail.
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