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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5782263" data-attributes="member: 5143"><p>True, but I shouldn't have to work extra hard simply because the rules create a situation that the players logically take advantage of. To me, it's the same as saying "Every time you rest, your DM has to pay you $10." Then, when the players rest over and over again, you can't blame them or threaten them to stop them. They won't care about the repercussions when they are rich.</p><p></p><p></p><p>True. This is an idea that might work. However, I tried it once. I set a timeline of 1 month before the end of the world. I didn't tell the players exactly what the date was. I just had NPCs drop hints that the end of the world was coming and it could be any day now. Today...tomorrow...next week, who could tell?</p><p></p><p>I hoped that the players would at least keep moving. So, this caused them to fight 2...sometimes 3 battles a day. After all, they were in a rush, and that's triple the amount of encounters they would have done if they weren't in a rush. This adventure was huge. It reached the month deadline in game...and I had a choice. Either tell the players that the world ended and it was all their fault for taking too long. Torn up all the character sheets and told someone else to DM for a while(since all I had been doing was prepping the rest of this adventure, which was supposed to take another 6 months of real time)....or, I could simply let the date pass and pretend like it had taken longer due to complications. And therefore allow them to complete the adventure.</p><p></p><p>I chose the latter. Which let them get off without any real disadvantage for resting after only a couple of fights each day. But it was better than ending the game.</p><p></p><p></p><p>That's why they always teleported to a city as far away as possible from the enemies...to make sure nothing happened to them. Even then, I had someone steal their extra stuff from their inn room. They tracked them down and killed them, getting everything back. Their Wizard used spells to scry on their stuff.</p><p></p><p>A couple of times, they used spells like Rope Trick to hide themselves in the middle of the dungeon without any real trace.</p><p></p><p></p><p>This is only half true. The DM is under restrictions as well. I refuse to metagame up a solution to the 15 minute work day. Each time I have the NPCs come up with a brilliant idea that they would never have simply because I want to get back at the players...I sacrifice a little bit of my integrity.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5782263, member: 5143"] True, but I shouldn't have to work extra hard simply because the rules create a situation that the players logically take advantage of. To me, it's the same as saying "Every time you rest, your DM has to pay you $10." Then, when the players rest over and over again, you can't blame them or threaten them to stop them. They won't care about the repercussions when they are rich. True. This is an idea that might work. However, I tried it once. I set a timeline of 1 month before the end of the world. I didn't tell the players exactly what the date was. I just had NPCs drop hints that the end of the world was coming and it could be any day now. Today...tomorrow...next week, who could tell? I hoped that the players would at least keep moving. So, this caused them to fight 2...sometimes 3 battles a day. After all, they were in a rush, and that's triple the amount of encounters they would have done if they weren't in a rush. This adventure was huge. It reached the month deadline in game...and I had a choice. Either tell the players that the world ended and it was all their fault for taking too long. Torn up all the character sheets and told someone else to DM for a while(since all I had been doing was prepping the rest of this adventure, which was supposed to take another 6 months of real time)....or, I could simply let the date pass and pretend like it had taken longer due to complications. And therefore allow them to complete the adventure. I chose the latter. Which let them get off without any real disadvantage for resting after only a couple of fights each day. But it was better than ending the game. That's why they always teleported to a city as far away as possible from the enemies...to make sure nothing happened to them. Even then, I had someone steal their extra stuff from their inn room. They tracked them down and killed them, getting everything back. Their Wizard used spells to scry on their stuff. A couple of times, they used spells like Rope Trick to hide themselves in the middle of the dungeon without any real trace. This is only half true. The DM is under restrictions as well. I refuse to metagame up a solution to the 15 minute work day. Each time I have the NPCs come up with a brilliant idea that they would never have simply because I want to get back at the players...I sacrifice a little bit of my integrity. [/QUOTE]
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Class Balance - why?
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