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General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="Imaculata" data-source="post: 6723422" data-attributes="member: 6801286"><p>Choice is always good. In my opinion, the players can attempt to do anything they like, and I'll simply ask how they intend to achieve it. And if there are complications that they may not have thought of, then I'll inform them of it.</p><p></p><p>Recently we had a big battle with a bunch of ghost pirates in my campaign. The cleric wanted to use one of his water spells to try and cut off the hand of a ghost, so he would drop his ghost-touch sword. Well there was a river nearby, so I asked him if he intended to conjure up the water from the nearby river, which he did. I then made up some reasonable rules on the fly, with advantage because of the river. Obviously as a DM, you don't want this to become a new dominant strategy. But on the other hand, I want to encourage the creativity of my players. I don't want combat to feel like a boring game of whack-a-mole. Bone has a certain hardness, but I didn't know the hit points. So I figured that I could just use a single hit die of the ghost as a reasonable statistic for that. Obviously the foe is a ghost, and thus made from ectoplasma or vapor, but you can still cut through it, even if the lost hand isn't permanent (it reappears shortly afterwards). I figured that the ghost may react to the action as it would normally if it were still alive, before realizing that its already dead, and hasn't actually lost its hand.</p><p></p><p>There's also been cases where my players have attempted to perform some sort of holy ritual to keep evil creatures at bay. There's nothing in the rules about this, but if the players can give me a good description of what they want to do, and it sounds reasonable, then why not? I embrace this sort of creativity.</p><p></p><p>So that made for a pretty cool player action.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6723422, member: 6801286"] Choice is always good. In my opinion, the players can attempt to do anything they like, and I'll simply ask how they intend to achieve it. And if there are complications that they may not have thought of, then I'll inform them of it. Recently we had a big battle with a bunch of ghost pirates in my campaign. The cleric wanted to use one of his water spells to try and cut off the hand of a ghost, so he would drop his ghost-touch sword. Well there was a river nearby, so I asked him if he intended to conjure up the water from the nearby river, which he did. I then made up some reasonable rules on the fly, with advantage because of the river. Obviously as a DM, you don't want this to become a new dominant strategy. But on the other hand, I want to encourage the creativity of my players. I don't want combat to feel like a boring game of whack-a-mole. Bone has a certain hardness, but I didn't know the hit points. So I figured that I could just use a single hit die of the ghost as a reasonable statistic for that. Obviously the foe is a ghost, and thus made from ectoplasma or vapor, but you can still cut through it, even if the lost hand isn't permanent (it reappears shortly afterwards). I figured that the ghost may react to the action as it would normally if it were still alive, before realizing that its already dead, and hasn't actually lost its hand. There's also been cases where my players have attempted to perform some sort of holy ritual to keep evil creatures at bay. There's nothing in the rules about this, but if the players can give me a good description of what they want to do, and it sounds reasonable, then why not? I embrace this sort of creativity. So that made for a pretty cool player action. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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