malkav666
First Post
I have been in your shoes and in your players shoes before. I would suggest talking to them first and finding out how they feel about the challenge level (and the fun level while you are at it). There have been several occasions when I have as both a player and as a DM, thought something was amiss with the campaign, and decided to talk to the other parties involved, only to find out that they were having a GREAT time. Maybe your players really get off on kicking ass and taking names. I know some of my players do.
If they are great with it, but you are filling unfulfilled as a DM, there are ways to challenge them and the tactics they use without completely removing all the baddass from their toons.
I would suggest setting up your encounters like a chess board. If you know you have a Psi-warrior in play on the players team don't just set your queen out in front where she will take a 300 point improved psi-warrior over sized cheese rush to the face. There are many ways to obtain this:
1. Use mooks to block the path. This will not ultimately keep your party from taking the queen (and arguably you don't want to prevent them, you just don't want to lay down and hand it to them). But it will give a few rounds to the queen to roar a bit before she gets beat down.
2. Another tactic is just to have 2 queens and have them support each other.
3. USE TERRAIN! All you need to stop a basic charge in 3.x is some pebbles on the floor or a fight on some stairs. And if you really want to make it a little different, you could try attacking from balconies or other raised areas! And if you are really feeling saucy take the fight into the swimming pool or to the air! There are an unlimited amount of different things you can do to make a fight different using terrain. And most of them don't feel too cheesy and have the extra benefit of often making your players excited, and making your combats more memorable.
4. Use deception. This can be as simple as an illusionary creature (as previously stated). But you can also use invisible creatures, charming creatures, or even creatures that the party does not recognize as creatures (like doppelgangers).
5. Use some challenges that do NOT have HP. Give them some devious traps, or bitchin riddles, or diplomatic (or otherwise RP oriented challenges). In other words bring their skills into play in way where they are important to the mission at hand.
6.Use their own mojo against them sometimes. Show them how it feels to be charged by an enlarged psi-warrior wielding a huge x5 crit great scythe, with a full power attack true strike. Make them fight themselves! Used sparingly this can be a lot of fun.
7. Changes the LAWS with DM power. Use this sparingly or players will feel pissed and jipped. And when you do use it try and give fair warning. These effects include anti-magic zones, pocket dimensions with special rules, and maybe even special planes. If done correctly this can make for an exciting adventure where your players have to use alternate tactics to get it done, and have a better time for it. Done poorly the players will feel like they are being cheated. A good example of this being done correctly is the cave in FFIV where your characters are not allowed to have metal items, you know going in that you need to adjust your tactics.
8. Sometimes you just need to cheat a little. If your players keep killing of your dudes before the can get a shot off, and you need to get the shot off for your story, then have em soak a hit every now and again. Just so they can fire their six-guns a little before they bite the big one. Use this sparingly though, as its really not that much fun for the players if they know the monsters will last for 3 rounds no matter what tactics they use, or what they throw at it. Its much cooler when the opposite happens rarely when an orc they just hit for 200 damage is still walking. He may only have 1 hp left, but they party thinks they are dealing with a hard ball now.
9. And more importantly a fair percentage of the time, you just need to let your players rock the house. As a player it is awesome to go into an encounter and mop up the bad guys sometimes. I would say that almost a full 1/3 of the fights should be this way in my opinion.
But no matter what you decide to do, remember that this is a game where everyone is supposed to have fun, and you are not supposed to WIN as the DM by killing your party over and over. You win by designing the special encounter that makes them feel like they could have been killed, thusly making them feel like they earned their glories. It does not matter if the threat was real or not. As long as they think it was, you all win.
love,
malkav
If they are great with it, but you are filling unfulfilled as a DM, there are ways to challenge them and the tactics they use without completely removing all the baddass from their toons.
I would suggest setting up your encounters like a chess board. If you know you have a Psi-warrior in play on the players team don't just set your queen out in front where she will take a 300 point improved psi-warrior over sized cheese rush to the face. There are many ways to obtain this:
1. Use mooks to block the path. This will not ultimately keep your party from taking the queen (and arguably you don't want to prevent them, you just don't want to lay down and hand it to them). But it will give a few rounds to the queen to roar a bit before she gets beat down.
2. Another tactic is just to have 2 queens and have them support each other.
3. USE TERRAIN! All you need to stop a basic charge in 3.x is some pebbles on the floor or a fight on some stairs. And if you really want to make it a little different, you could try attacking from balconies or other raised areas! And if you are really feeling saucy take the fight into the swimming pool or to the air! There are an unlimited amount of different things you can do to make a fight different using terrain. And most of them don't feel too cheesy and have the extra benefit of often making your players excited, and making your combats more memorable.
4. Use deception. This can be as simple as an illusionary creature (as previously stated). But you can also use invisible creatures, charming creatures, or even creatures that the party does not recognize as creatures (like doppelgangers).
5. Use some challenges that do NOT have HP. Give them some devious traps, or bitchin riddles, or diplomatic (or otherwise RP oriented challenges). In other words bring their skills into play in way where they are important to the mission at hand.
6.Use their own mojo against them sometimes. Show them how it feels to be charged by an enlarged psi-warrior wielding a huge x5 crit great scythe, with a full power attack true strike. Make them fight themselves! Used sparingly this can be a lot of fun.
7. Changes the LAWS with DM power. Use this sparingly or players will feel pissed and jipped. And when you do use it try and give fair warning. These effects include anti-magic zones, pocket dimensions with special rules, and maybe even special planes. If done correctly this can make for an exciting adventure where your players have to use alternate tactics to get it done, and have a better time for it. Done poorly the players will feel like they are being cheated. A good example of this being done correctly is the cave in FFIV where your characters are not allowed to have metal items, you know going in that you need to adjust your tactics.
8. Sometimes you just need to cheat a little. If your players keep killing of your dudes before the can get a shot off, and you need to get the shot off for your story, then have em soak a hit every now and again. Just so they can fire their six-guns a little before they bite the big one. Use this sparingly though, as its really not that much fun for the players if they know the monsters will last for 3 rounds no matter what tactics they use, or what they throw at it. Its much cooler when the opposite happens rarely when an orc they just hit for 200 damage is still walking. He may only have 1 hp left, but they party thinks they are dealing with a hard ball now.
9. And more importantly a fair percentage of the time, you just need to let your players rock the house. As a player it is awesome to go into an encounter and mop up the bad guys sometimes. I would say that almost a full 1/3 of the fights should be this way in my opinion.
But no matter what you decide to do, remember that this is a game where everyone is supposed to have fun, and you are not supposed to WIN as the DM by killing your party over and over. You win by designing the special encounter that makes them feel like they could have been killed, thusly making them feel like they earned their glories. It does not matter if the threat was real or not. As long as they think it was, you all win.
love,
malkav
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