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Can't touch the PCs! What's a DM to Do?
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<blockquote data-quote="mearls" data-source="post: 139635" data-attributes="member: 697"><p>It sounds like you may have lost control of your game. It happens to everyone who sits behind the screen at least once in their career, and luckily there's ways to control it.</p><p></p><p>1. DEMAND their character sheets. They have no right to keep them hidden from view. At the end of your next session, tell them you're doing a magic item audit. Take their sheets, add up the value of their treasure, and write that down. Also note how many potions and other magic items they carry. It will probably be easiest to photocopy their sheets. Your first line of defense is bookkeeping. It can be boring, but mark down every last GP you give them and keep track of all their items. If Bob the Fighter has 3 clw potions, and he tries downing 4 after a battle, call him out on it. If he complains, show him your copy of his character sheet. End of discussion.</p><p></p><p>2. Read up on character treasure per level and rewards in the DMG. They might have too much treasure, and if so it's time to scale back their rewards or throw, say, EL 8 encounters with EL 6 treasure at them.</p><p></p><p>3. Don't use DM fiat to deny them potions or anything else they commonly use, unless they break the rules. Believe me, this may seem an easy out, but it causes all sorts of trouble. I've been part of such "solutions" in the past on both sides of the screen, and it always leads to trouble. If you keep track of the party's resources, then this problem should solve itself as they run low on cash. Remember, potions aren't free.</p><p></p><p>4. Throw them a few curveballs. If they charge forward to attack all the time, then the enemy illusionists uses his spells to disguise a few pits that lie between the monsters and the party. Remember, too, that the EL system assumes a party of 4 adventurers, not 6. Adjust the ELs upward to compensate for your larger than average party.</p><p></p><p>5. Above all, remember that as DM you don't compete with the players. You set the scene and act as a referee, but you should never be out to get anyone. That doesn't mean take it easy on the players. After all, if the game is too easy they may get bored.</p><p></p><p>I'm willing to bet that after steps 1 and 2, your problems will be history. It's important as a DM in D&D to have a good grasp of what the party can do and what sort of items they have. That's the first step to building challenging encounters.</p></blockquote><p></p>
[QUOTE="mearls, post: 139635, member: 697"] It sounds like you may have lost control of your game. It happens to everyone who sits behind the screen at least once in their career, and luckily there's ways to control it. 1. DEMAND their character sheets. They have no right to keep them hidden from view. At the end of your next session, tell them you're doing a magic item audit. Take their sheets, add up the value of their treasure, and write that down. Also note how many potions and other magic items they carry. It will probably be easiest to photocopy their sheets. Your first line of defense is bookkeeping. It can be boring, but mark down every last GP you give them and keep track of all their items. If Bob the Fighter has 3 clw potions, and he tries downing 4 after a battle, call him out on it. If he complains, show him your copy of his character sheet. End of discussion. 2. Read up on character treasure per level and rewards in the DMG. They might have too much treasure, and if so it's time to scale back their rewards or throw, say, EL 8 encounters with EL 6 treasure at them. 3. Don't use DM fiat to deny them potions or anything else they commonly use, unless they break the rules. Believe me, this may seem an easy out, but it causes all sorts of trouble. I've been part of such "solutions" in the past on both sides of the screen, and it always leads to trouble. If you keep track of the party's resources, then this problem should solve itself as they run low on cash. Remember, potions aren't free. 4. Throw them a few curveballs. If they charge forward to attack all the time, then the enemy illusionists uses his spells to disguise a few pits that lie between the monsters and the party. Remember, too, that the EL system assumes a party of 4 adventurers, not 6. Adjust the ELs upward to compensate for your larger than average party. 5. Above all, remember that as DM you don't compete with the players. You set the scene and act as a referee, but you should never be out to get anyone. That doesn't mean take it easy on the players. After all, if the game is too easy they may get bored. I'm willing to bet that after steps 1 and 2, your problems will be history. It's important as a DM in D&D to have a good grasp of what the party can do and what sort of items they have. That's the first step to building challenging encounters. [/QUOTE]
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