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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="malkav666" data-source="post: 5789227" data-attributes="member: 70565"><p>The 20 minute workday has never been a problem with my groups. The monsters don't just sit there and wait for the PCs to come back. They make preparations for it to happen again.</p><p></p><p>For example if someone breaks into your house kills one of your dogs and is run off by the other dog, you would not just leave the front door all busted up and a dead dog on the floor. You would call the police,get better lights, get an alarm system, get better locks, bigger dogs, get a gun, or whatever, to protect your family and/or your livelihood. I play my monsters much the same way.</p><p></p><p>They may get an ally to help, if they have access to divination they can cause a lot of problems for the PCs, they may retaliate against the nearest village, if they have trackers they may find the PCs at camp. In the very best case scenario, the whole place is on high alert, and when the PCs come back they will face a group of enemies prepared for an attack (having a few family or friends killed by an invading force can bring out some devious tactics to defend the rest of them).</p><p></p><p>Sometimes in a larger environ like a megadungeon some other threat will move into the area since those rooms are now vacant. The rest of the force may just run away. They may move the valuable idol they need to complete their fell ritual to another location.</p><p></p><p>Its not so much punishing the players for resting, but rather playing the threats as realistically as possible and not just assuming that the adventure site is in a save state in stasis waiting for the players to return and finish the job. </p><p></p><p>As far as magical disparity. All the big nasty spells and neat tricks the players have the enemies also have. They exist in world where big scary magic is present and the bad guys know it is present and worse have access to it. If they are going up against a large organization and they don't fell it in one shot then eventually the enemy earns about who is coming after them. They may mount attacks against the group while they are camping, they may take hostages, they may target the mage first, they may seek to build some hideouts in areas that are in anti magic fields or other areas where magic is not the best choice, some of them may have SR or other defenses against spells. As long as you give the non magic types a chance to shine, where they feel like a mission was only a success because of their contributions then I have found my melee players are quite satisfied.</p><p></p><p>Its not really about being the best all the time for my players, but being a valued member of a team. If I have a player who seems to be not contributing to a game in a way that pleases them I pull them aside and find out what they are looking for. You know "hey, when you made this character what did you have in mind? What did you think you would be really good at?". Sometimes I find that they did not make the right toon because of a rules mastery issue and in those cases I help them to rebuild their toon or make a new one. Sometimes I find that they were thinking of making a toon that interacted with a type of challenge that I just was not offering in the current campaign environment, in that case I make sure to put some elements in the story that would appeal to the player. Sometimes I find that they player even though they are not really in the spotlight, is playing and getting exactly what they wanted.</p><p></p><p>So for character disparity I really look towards the group. If everyone is having a good time then I don't really consider it to be broken.</p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5789227, member: 70565"] The 20 minute workday has never been a problem with my groups. The monsters don't just sit there and wait for the PCs to come back. They make preparations for it to happen again. For example if someone breaks into your house kills one of your dogs and is run off by the other dog, you would not just leave the front door all busted up and a dead dog on the floor. You would call the police,get better lights, get an alarm system, get better locks, bigger dogs, get a gun, or whatever, to protect your family and/or your livelihood. I play my monsters much the same way. They may get an ally to help, if they have access to divination they can cause a lot of problems for the PCs, they may retaliate against the nearest village, if they have trackers they may find the PCs at camp. In the very best case scenario, the whole place is on high alert, and when the PCs come back they will face a group of enemies prepared for an attack (having a few family or friends killed by an invading force can bring out some devious tactics to defend the rest of them). Sometimes in a larger environ like a megadungeon some other threat will move into the area since those rooms are now vacant. The rest of the force may just run away. They may move the valuable idol they need to complete their fell ritual to another location. Its not so much punishing the players for resting, but rather playing the threats as realistically as possible and not just assuming that the adventure site is in a save state in stasis waiting for the players to return and finish the job. As far as magical disparity. All the big nasty spells and neat tricks the players have the enemies also have. They exist in world where big scary magic is present and the bad guys know it is present and worse have access to it. If they are going up against a large organization and they don't fell it in one shot then eventually the enemy earns about who is coming after them. They may mount attacks against the group while they are camping, they may take hostages, they may target the mage first, they may seek to build some hideouts in areas that are in anti magic fields or other areas where magic is not the best choice, some of them may have SR or other defenses against spells. As long as you give the non magic types a chance to shine, where they feel like a mission was only a success because of their contributions then I have found my melee players are quite satisfied. Its not really about being the best all the time for my players, but being a valued member of a team. If I have a player who seems to be not contributing to a game in a way that pleases them I pull them aside and find out what they are looking for. You know "hey, when you made this character what did you have in mind? What did you think you would be really good at?". Sometimes I find that they did not make the right toon because of a rules mastery issue and in those cases I help them to rebuild their toon or make a new one. Sometimes I find that they were thinking of making a toon that interacted with a type of challenge that I just was not offering in the current campaign environment, in that case I make sure to put some elements in the story that would appeal to the player. Sometimes I find that they player even though they are not really in the spotlight, is playing and getting exactly what they wanted. So for character disparity I really look towards the group. If everyone is having a good time then I don't really consider it to be broken. love, malkav [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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