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Advice needed on DM-player conflict (long)
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<blockquote data-quote="Mordax_sighs" data-source="post: 183265" data-attributes="member: 4518"><p>Hrm. </p><p></p><p>Well, I've been on both sides of this problem, so I want to point some stuff out:</p><p></p><p>On the one hand, I can sympathize with other DMs who have faced an archery monster. I had to deal with one of those.</p><p></p><p>At first, I wanted to just Sunder his stuff - it was hard to resist that urge. Took me a while to learn to use the environment properly, and start making harsh battlefields with lots of cover and concealment. </p><p></p><p>So, you know, I feel this guy's pain. </p><p></p><p>However, the whole nerfing a PC thing is a Bad Sign. See, if that's how he handles this "problem," odds are, that's how he'll handle a lot of future ones, too. Best to just avoid it from the start. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>My advice:</p><p>1) Run some mock combats. </p><p>My group used to do that at the end of every session - some of us would just stick around, and have pretend fights against all sorts of monsters. If we didn't know how something worked, we'd look it up. If someone wanted to try something crazy, well...it wasn't like they'd lose their character if it backfired.</p><p></p><p>It was a wonderful way to learn. I've run some very high level adventures that were fun because of this.</p><p></p><p>2) Drop your backup Cleric.</p><p>Trust me, some of your problems are coming from this. You have too many spells floating around, and if your DM won't take steps to remedy this, you should. </p><p></p><p>What's worse, that other Cleric player can be lazy with your guy around. He's under no pressure to learn how to be effective, with your guy holding his hand.</p><p></p><p>3) Like some of these guys have said, offer to run the game.</p><p>Save this one as a last resort, though. Try (2) first. (Some DMs take it as an insult.)</p></blockquote><p></p>
[QUOTE="Mordax_sighs, post: 183265, member: 4518"] Hrm. Well, I've been on both sides of this problem, so I want to point some stuff out: On the one hand, I can sympathize with other DMs who have faced an archery monster. I had to deal with one of those. At first, I wanted to just Sunder his stuff - it was hard to resist that urge. Took me a while to learn to use the environment properly, and start making harsh battlefields with lots of cover and concealment. So, you know, I feel this guy's pain. However, the whole nerfing a PC thing is a Bad Sign. See, if that's how he handles this "problem," odds are, that's how he'll handle a lot of future ones, too. Best to just avoid it from the start. :( My advice: 1) Run some mock combats. My group used to do that at the end of every session - some of us would just stick around, and have pretend fights against all sorts of monsters. If we didn't know how something worked, we'd look it up. If someone wanted to try something crazy, well...it wasn't like they'd lose their character if it backfired. It was a wonderful way to learn. I've run some very high level adventures that were fun because of this. 2) Drop your backup Cleric. Trust me, some of your problems are coming from this. You have too many spells floating around, and if your DM won't take steps to remedy this, you should. What's worse, that other Cleric player can be lazy with your guy around. He's under no pressure to learn how to be effective, with your guy holding his hand. 3) Like some of these guys have said, offer to run the game. Save this one as a last resort, though. Try (2) first. (Some DMs take it as an insult.) [/QUOTE]
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