jdavis
First Post
So the players are wrong for not sending out one scout and the others helping with the armor (even though it was stated that there were servants to help with the armor). Well he did say he planned for that:Elvinis75 said:“No you’re missing my point.
4 minutes or 40 rounds isn’t a long time. 600 rounds is. Waiting 600 rounds is out of the question. Played out better they should have sent one person to see and had the others help the others with their armor and planned a little. That cuts it down to roughly 10 rounds that they were going to be waiting. IMHO the 4 that decided to fight an encounter planned out for 7 players should have got their butts handed to them.
Of course then they would of let all the guards be killed, it sort of seems the whole point was to save the guards who were being slaughtered. But once again how is it the DMs fault the group decided to split up? This was not something he could change, it was the PCs decision to split up, four saw things one way three of them saw things another way. Which group should he of forced to change their actions?fusangite said:That would likely have happened if the whole group had decided to sit at home while the armoured characters put their armour on. That eventuality I had planned for, complete with different locations, available spells, etc. for the vampires. The group would have found the tower heavily fortified and well-defended with the guard pretty well wiped-out.
Even when some of them don't mind and the other walks away from the table?:It’s not ok to hose players out of playing period.
If the players make a choice to not play then what do you do? At that point he could only change the rules to give the angry player what he wanted, the player refused any other options but for him to get his armor on instantly.fusangite said:Of the other two who did not go to the battle, neither objected to what took place in the episode and one has expressed directly and specifically to me that he supports my position. He claims that the reason he did not attend the battle is because he decided it was finally someone else's turn to go into the front lines and take all the risks while he hung back, considering the party's usual strategy is to send him to the front lines and then, often, turn invisible and abandon him there.
Another thing which made the game problematic was that the player with whom I had the verbal altercation refused to sit with us around the gaming table until I told him his armour was on. He left the circle and went somewhere to read. Thus, there was no real opportunity to change the course of what his character was doing.
The DM never should pose a set of choices that leads only to trusting that the DM will not put them up against something that they can’t handle Or Sit out as players as their characters get ready.
fusangite said:Well, I thought saying "it will take 40 rounds to don this armour. You can stop putting it on any time," 20 times would have been sufficient. I have to tell you, this thing hit me right out of left field. Similarly, the other players kept commenting that if people took the whole time to put on their armour, hundreds of people would die. At one point, the bard practically yelled at the whining player (whom she's been common-law married to for 5 years) who was complaining that the other PCs didn't wait for them, "People are dying! What are we supposed to do!?"
Actually they didn't have to relly on blind trust that the DM wouldn't kill them outright (although the DM should never just kill characters outright anyway)This style of play is both leading the characters and cuddling them.
i.e. Play the game my way and trust that you will be fine or sit out.
They had the information on what was going on, they didn't need blind trust in the DM to know this, they didn't need blind trust in the DM to know that the other PCs were fighting, the choice was help or not help. The only one who had a problem with this was the one who left the table to go read a book, and later had a fit. He was mad that the rules were not changed to suit him.fusangite said:This was, indeed, how the choice was perceived by some players. However, from a metagaming standpoint, this was not really the case because (a) it was clear to anyone arriving at the combat that the vampires had their hands full controlling and herding into their tower the 140 guards outside (b) it was clear to anyone arriving at this combat that the vampires had cast all their high level spells to mind-control so many troops and to surround them with walls of stone, fire, etc. (c) because the primary objective of the vampires was to turn the guards, not kill the players, no one disengaging from combat with the vampires was ever pursued
Your saying that the whole premise of the adventure is bad because it contained a choice of saving people or letting people die?This isn’t the point. Whether these characters can use their abilities or not isn’t the question at hand. It might very well be less fun fighting without all of your abilities being effective however I think that is where some of the fun comes in. Though as I started off staying this isn’t the point. What is more important to this is whether or not sitting out is fun. It is certainly more fun playing than not. However a player shouldn’t have to decide between him/herself having fun and the logical character choices.
Logically it can be proven that there high level vampires wisards that were waiting for the characters. They had high enough spells to bring into the battle things like dire lions, tigers, and bears oh my! These creatures don’t care if the clerics have NEP spells on them or not. You ever see how fast a dire bear goes through a character with AC 14? The players thought that it was better to put on there armor. I agree with the decision that they made at the time and with the hindsight that it would have been better to go in knowing how it was going to turn out.
It turned out that nearly 100 people died because they showed up late. (Summon Monster 5:Celestial Dire Lion; Summon Monster 7:Fiendish Dire Tiger; Summon Monster 6:Celestial Dire Bear. Wouldn't the fact that the wizards had obviously used all their high level spells nullify the chances of this happening?)fusangite said:This was, indeed, how the choice was perceived by some players. However, from a metagaming standpoint, this was not really the case because (a) it was clear to anyone arriving at the combat that the vampires had their hands full controlling and herding into their tower the 140 guards outside (b) it was clear to anyone arriving at this combat that the vampires had cast all their high level spells to mind-control so many troops and to surround them with walls of stone, fire, etc. (c) because the primary objective of the vampires was to turn the guards, not kill the players, no one disengaging from combat with the vampires was ever pursued
The four who fought came up with a plan to get help from the Duke, should he of told them no, you must get beaten up and go back to find the clerics?No special treatment is needed. 4 players leave to fight a battle that they shouldn’t be able to win. They get routed and hurt in the process and return to the clerics to be healed and they launch a second wave. That how I would have handled it. No special treatment for the people in or out of combat.
fusangite said:
This was me adjusting to the fact that the three characters with special anti-undead powers were not coming to the combat and giving my PCs the benefit of the doubt in carrying off a backup plan.
I guess you're right that I could have made the duke unwilling to come right away or have a new shift of guards decide not to obey the duke's standing order to let the characters into the palace. But in my view, that would have been unfairly penalizing the characters who actually decided to engage the adventure.
The guy left the room and said call me when I have my armor on.Sometimes combats don’t go the way that a DM planned and he is forced to dynamic and think on his feet. He usually doesn’t have to bend or break the rules just think creatively.
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