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Ran a dissapointing game last night
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4369961" data-attributes="member: 35909"><p>Not true. In past editions, there were plenty of buff spells to make a melee wizard possible, as well as multiclassing from earliest levels with Fighter (in 2E and 3E, at least). i don't see why it has to be boring, either.</p><p></p><p></p><p>Absolutely. Six is just about my upper limit for how many I'd ever want to DM in a game.</p><p></p><p></p><p></p><p>If the encounter's been too easy, sure. But I thought the problem was they were getting dull and slow, just pounding away round after round? Just cause that's happening doesn't necessarily mean the PCs haven't expended healing resources.</p><p></p><p></p><p>Mutually increased lethality (wow, that sounds like a technical term!) is more harmful to the PCs than the monsters, especially since the monsters in 4E will often outnumber the PCs (and thus get more attacks in each round), so I wouldn't do a 1-for-1 trade off. Maybe the Kobolds gain +2 attack, but -3 AC.</p><p></p><p></p><p>Someone already died, DM's clearly not afraid to do this.</p><p></p><p></p><p>Good suggestion. Multiple similar encounters in a row is almost always boring.</p><p></p><p></p><p>This might work well the first time. But after a few sessions, passing little notes falsely hinting that something's wrong is just going to annoy the players, even if done sparingly. Not only that, it might even condition them to think such notes are always fake, leading to metagame thinking when confronted with an <strong>actual</strong> potential status effect. If you do this, make sure a fair amount of said notes are used when there actually is something going on. I've seen a friend of mine use similar tactics in his "famous" one-shot, Dungeon of Fear, except he uses notes and taking players outside to tell them things the character hears/sees in order to try and make the party turn on each other out of paranoia that they're going to be betrayed and need to strike first. Works nicely. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Playing a mage who fights up close with his staff is a pretty classic trope, there's nothing wrong with a player for wanting to play such a concept, and I don't like how you're judging his playstyle to make the game not fun. The melee Wizard just needsto pick appropriate feats, powers, and multiclassing to accomplish what he wants to do. If he can't because the system won't support it, you could always say...houserule in some things.</p><p>If the player has no interest in casting at all, and JUST wants to melee, he probably didn't pick the best class. The OP should try and help him find a better fit.</p><p></p><p></p><p>Off-topic, but I'm curious. Why did a single murder bring the town under martial law? Curfew, I understand. Being distrustful of outsiders that recently showed up and treating them with disdain, sure. But martial law?</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4369961, member: 35909"] Not true. In past editions, there were plenty of buff spells to make a melee wizard possible, as well as multiclassing from earliest levels with Fighter (in 2E and 3E, at least). i don't see why it has to be boring, either. Absolutely. Six is just about my upper limit for how many I'd ever want to DM in a game. If the encounter's been too easy, sure. But I thought the problem was they were getting dull and slow, just pounding away round after round? Just cause that's happening doesn't necessarily mean the PCs haven't expended healing resources. Mutually increased lethality (wow, that sounds like a technical term!) is more harmful to the PCs than the monsters, especially since the monsters in 4E will often outnumber the PCs (and thus get more attacks in each round), so I wouldn't do a 1-for-1 trade off. Maybe the Kobolds gain +2 attack, but -3 AC. Someone already died, DM's clearly not afraid to do this. Good suggestion. Multiple similar encounters in a row is almost always boring. This might work well the first time. But after a few sessions, passing little notes falsely hinting that something's wrong is just going to annoy the players, even if done sparingly. Not only that, it might even condition them to think such notes are always fake, leading to metagame thinking when confronted with an [b]actual[/b] potential status effect. If you do this, make sure a fair amount of said notes are used when there actually is something going on. I've seen a friend of mine use similar tactics in his "famous" one-shot, Dungeon of Fear, except he uses notes and taking players outside to tell them things the character hears/sees in order to try and make the party turn on each other out of paranoia that they're going to be betrayed and need to strike first. Works nicely. :) Playing a mage who fights up close with his staff is a pretty classic trope, there's nothing wrong with a player for wanting to play such a concept, and I don't like how you're judging his playstyle to make the game not fun. The melee Wizard just needsto pick appropriate feats, powers, and multiclassing to accomplish what he wants to do. If he can't because the system won't support it, you could always say...houserule in some things. If the player has no interest in casting at all, and JUST wants to melee, he probably didn't pick the best class. The OP should try and help him find a better fit. Off-topic, but I'm curious. Why did a single murder bring the town under martial law? Curfew, I understand. Being distrustful of outsiders that recently showed up and treating them with disdain, sure. But martial law? [/QUOTE]
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