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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="Elf Witch" data-source="post: 5785085" data-attributes="member: 9037"><p>I don't see the difference both are methods to handle the encounter. As a DM I know my players abilities so I am aware that they may use teleport if they choose to teleport then they have just used a fifth level spell. Go me, that is a spell they won't have later. I enjoy making magic users use up their spells before they get to the big encounter. </p><p></p><p>I use little flow charts like what happens if they teleport and miss. I over plan encounters so that if they find away around ones that I expected to take awhile I have more.</p><p></p><p>If the bridge keeper was going to give them clues about what they were facing then they now are facing that blind. </p><p></p><p>I have said this before if you don't want your players having the ability to teleport then take it out of the game or add in game reasons that makes it more dangerous. But don't complain about it if it is available in your game and the players choose to use it get around an encounter they don't feel is important. If you really want them to face the encounter give them a reason why. Is the troll killing innocents is the bridge keeper a race of hated foes. It is up to the DM to make players want to engage with the encounters. </p><p></p><p>In our first 3.0 game we were captured stripped of all our stuff and told we would have to fight in the arena if we lived we would be given our stuff back and escorted to the boundaries of the land that were in. </p><p></p><p>We shocked the DM who really believed we would never willing leave all our items behind and try to cross a dangerous wilderness without any weapons or items. We choose to run and not fight in the arena. The DM had spent a week working on the arena encounters jokingly woth a hint of frustrations he waved those papers at us and said "this is why some DMs railroad."</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5785085, member: 9037"] I don't see the difference both are methods to handle the encounter. As a DM I know my players abilities so I am aware that they may use teleport if they choose to teleport then they have just used a fifth level spell. Go me, that is a spell they won't have later. I enjoy making magic users use up their spells before they get to the big encounter. I use little flow charts like what happens if they teleport and miss. I over plan encounters so that if they find away around ones that I expected to take awhile I have more. If the bridge keeper was going to give them clues about what they were facing then they now are facing that blind. I have said this before if you don't want your players having the ability to teleport then take it out of the game or add in game reasons that makes it more dangerous. But don't complain about it if it is available in your game and the players choose to use it get around an encounter they don't feel is important. If you really want them to face the encounter give them a reason why. Is the troll killing innocents is the bridge keeper a race of hated foes. It is up to the DM to make players want to engage with the encounters. In our first 3.0 game we were captured stripped of all our stuff and told we would have to fight in the arena if we lived we would be given our stuff back and escorted to the boundaries of the land that were in. We shocked the DM who really believed we would never willing leave all our items behind and try to cross a dangerous wilderness without any weapons or items. We choose to run and not fight in the arena. The DM had spent a week working on the arena encounters jokingly woth a hint of frustrations he waved those papers at us and said "this is why some DMs railroad." [/QUOTE]
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Class Balance - why?
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