Your party should be averaging 6-8 medium to hard encounters per day, with about 2 short rests scattered in there (after every 2nd encounter or so).
How is the GM supposed to enforce this?
Your party should be averaging 6-8 medium to hard encounters per day, with about 2 short rests scattered in there (after every 2nd encounter or so).
Asked myself that question alot then I said sod it and made every encounter in the "deadly by dmg definition bracket" combine that me being a Bugger for busting in during short rests(your in a castle full of wizards and there fighter mooks there looking for you want to take a hour sure...) means they blow there novas pretty early as they need to simply survive. Makes them less murder hobo aswell and if I want to challenge them I use a "real" deadly encounter YMMV thoughHow is the GM supposed to enforce this?
How is the GM supposed to enforce this?
By creating the adventure and providing the natural breaking points between combats? If your PCs stop to do a long rest between every encounter, put a little time pressure on their missions - they have to rescue the kids before the ceremony to sacrifice them, they need to find their way through the dungeon before it collapses, etc...How is the GM supposed to enforce (averaging 6-8 medium to hard encounters per day, with about 2 short rests scattered in there (after every 2nd encounter or so))?
He did roll in front of me...he was that lucky. I usually give them two chances to roll, but if they pick the to reroll after the first, they keep the second no matter how bad it is
I mentioned the possibility of him rerolling a new character since the party wiped and he just angrily refused, saying that it wasn't his fault the party was killed since it was the effects of the curse and that he shouldn't lose his character just because the others keep dying.
I'll try encounters that exploit his weaknesses more, though I fear he'll just start claiming I'm actively trying to kill him. Last time his character died he got really down and nearly quit playing, which prompted the whole "Let me make an unkillable barbarian". I love this group, we're all close friends and we play several times a week even...I really wouldn't want to break it apart.
I don't even know how to introduce new characters to the story now...I mean, they left on a mission to take out some great evil guy who was out to get them. As they were entering the evil guy's lair, they encountered the sword and the wipe happened, the barbarian then just left back home. Don't even know where to begin when it comes to introducing the new members to the party now...
Make sure to telegraph clearly who it is that is out to get him. In your example, it was the boss death cleric, not you. Was this clear to the players when it happened? The boss could scream at the top of his lungs "you killed my minions! Die, die, die!!!" or he could have had wanted posters of the barbarian posted in the dungeon. This could steer the barbarian player's resentmen from you as DM to your boss monster where it belongs.
I once had (in 3.5) a bugbear ranger utter "filthy elves" under his breath to telegraph his favored enemy. He immediatly grew into the personal nemesis of the group, ultimately advancing to right-hand man of the boss. Telegraphing can take the story far, and keep the players focussed on in-story reasons rather than an out-of-story sense of unfairness.
My character is treated unfairly in story - he/she rises to the occasion. I get treated unfairly at the table - of course I don't like it. Don't leave the impression the latter may be true.
By creating the adventure and providing the natural breaking points between combats? If your PCs stop to do a long rest between every encounter, put a little time pressure on their missions - they have to rescue the kids before the ceremony to sacrifice them, they need to find their way through the dungeon before it collapses, etc...
Just make sure to toss the monk and warlock a bone if you do that. They are balanced around 2 short rests, if they don't get it, they suffer.Asked myself that question alot then I said sod it and made every encounter in the "deadly by dmg definition bracket" combine that me being a Bugger for busting in during short rests(your in a castle full of wizards and there fighter mooks there looking for you want to take a hour sure...) means they blow there novas pretty early as they need to simply survive. Makes them less murder hobo aswell and if I want to challenge them I use a "real" deadly encounter YMMV though