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General Tabletop Discussion
*Pathfinder & Starfinder
Balancing encounters for a 6 player party - help!
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<blockquote data-quote="radmod" data-source="post: 5293646" data-attributes="member: 93008"><p>First off, you have to ask yourself: "What kind of DM do I want to be?"</p><p>Do you want to be challenging? A killer DM? An easy DM?</p><p></p><p>Are you DMing for yourself? Or the players? As one person has put it to me, "Isn't all about having fun?"</p><p>The problem is that it can be frustrating to do all that work and then have the players blow it. Then again you don't want to make it too easy, you want it to be challenging.</p><p></p><p>I'm taking a wild guess, and assuming that your group is young and relatively new to D&D. Likewise, they tend to be a bit chaotic in play and are thinking only of themselves and not the other players (and certainly not the DM!)</p><p>IMO, you have three choices: continue the way you are as long as everyone has fun, make it easier for your players, or simply play and let the consequences be what they are. You will make mistakes (we all do) and, IMO, you should correct YOUR mistakes, but not the player's errors.</p><p>In your dino example, you killed off half the party so it's really not all that bad that you fudged it in the end. The question is did everyone still have fun?</p><p>Unless you want to be an 'easy' DM (and possibly lose players who are looking for a challenge) don't overcompensate and make it too easy.</p><p>If you let the players suffer the consequences of their actions, you will likely start getting a party that works together and, more importantly, thinks.</p><p>If you feel YOU have made a mistake don't worry about fudging. Most DMs do it; often by faking the dice, that is, that '20' you rolled sure looks like a '2'. (Never let the players see your dice rolls.)</p><p></p><p>And, follow udalrich advice.</p></blockquote><p></p>
[QUOTE="radmod, post: 5293646, member: 93008"] First off, you have to ask yourself: "What kind of DM do I want to be?" Do you want to be challenging? A killer DM? An easy DM? Are you DMing for yourself? Or the players? As one person has put it to me, "Isn't all about having fun?" The problem is that it can be frustrating to do all that work and then have the players blow it. Then again you don't want to make it too easy, you want it to be challenging. I'm taking a wild guess, and assuming that your group is young and relatively new to D&D. Likewise, they tend to be a bit chaotic in play and are thinking only of themselves and not the other players (and certainly not the DM!) IMO, you have three choices: continue the way you are as long as everyone has fun, make it easier for your players, or simply play and let the consequences be what they are. You will make mistakes (we all do) and, IMO, you should correct YOUR mistakes, but not the player's errors. In your dino example, you killed off half the party so it's really not all that bad that you fudged it in the end. The question is did everyone still have fun? Unless you want to be an 'easy' DM (and possibly lose players who are looking for a challenge) don't overcompensate and make it too easy. If you let the players suffer the consequences of their actions, you will likely start getting a party that works together and, more importantly, thinks. If you feel YOU have made a mistake don't worry about fudging. Most DMs do it; often by faking the dice, that is, that '20' you rolled sure looks like a '2'. (Never let the players see your dice rolls.) And, follow udalrich advice. [/QUOTE]
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Balancing encounters for a 6 player party - help!
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