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Adorable players overestimating themselves
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<blockquote data-quote="Dorian_Grey" data-source="post: 6967079" data-attributes="member: 6801878"><p>People think they're tough till they're not. I find that the best way to avoid this is to keep a number of encounters going that high light the strengths and weaknesses of all PCs. In other words, don't just have dungeon crawls with combat. If half of your encounters require social skills - such as deception or persuasion - then that allows another member of the group to shine. For example, I wanted to play a charming swashbuckler type fighter. So my fighter has a high dex and a high charisma. Sure, I can stand on the line during a fight, but my perception and investigation sucks. Each game, our DM has my fighter get an opportunity to kick ass and take names, and interact with others (I used deception to get advantage on an ambush actually) - but he also throws traps and hidden puzzles at us. For that, our other characters step up. By keeping a mix, no one player - even a spell caster - should be able to do it all. The best part is for something like a social/puzzle encounter you can throw a ton of them at the party between short rests. How is he going to run from "Talking to the guild caravan" or how is he going to heal from "Infiltrate the gambling den and play cards. Learn as much as you can by overhearing conversations at the Red Dragon table." Sure, he rolls a 1 on picking up his cards to keep them hidden and gets a papercut. I guess he can heal that.</p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 6967079, member: 6801878"] People think they're tough till they're not. I find that the best way to avoid this is to keep a number of encounters going that high light the strengths and weaknesses of all PCs. In other words, don't just have dungeon crawls with combat. If half of your encounters require social skills - such as deception or persuasion - then that allows another member of the group to shine. For example, I wanted to play a charming swashbuckler type fighter. So my fighter has a high dex and a high charisma. Sure, I can stand on the line during a fight, but my perception and investigation sucks. Each game, our DM has my fighter get an opportunity to kick ass and take names, and interact with others (I used deception to get advantage on an ambush actually) - but he also throws traps and hidden puzzles at us. For that, our other characters step up. By keeping a mix, no one player - even a spell caster - should be able to do it all. The best part is for something like a social/puzzle encounter you can throw a ton of them at the party between short rests. How is he going to run from "Talking to the guild caravan" or how is he going to heal from "Infiltrate the gambling den and play cards. Learn as much as you can by overhearing conversations at the Red Dragon table." Sure, he rolls a 1 on picking up his cards to keep them hidden and gets a papercut. I guess he can heal that. [/QUOTE]
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