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<blockquote data-quote="SiderisAnon" data-source="post: 5357721" data-attributes="member: 44949"><p>Here's my answers, based on a couple of decades of dealing with players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Just remember that ultimately it boils down to the fact that if you're all having fun, you're doing it right. Whatever "it" is.</p><p></p><p></p><p>1) Too much money is easy to deal with. Money is something everybody else wants. Lords impose taxes. Merchants raise prices. Landlords raise rent. Thieves, con artists, and grifters come calling. Unless you can hide the fact that you have money, money is really hard to hold onto. Especially when you don't have a permanent base with reliable people to guard it. (Which is okay too, since it burns through more money and provides adventure hooks.)</p><p></p><p>2) Many players see D&D as about the magic items. No items is like Halloween without candy. You either change their expectations or you change yours. A middle ground is more single-use items. I tend to throw out a lot of potions because they are not a permanent increase in power. (Plus typical gamer mentality is to not use them for fear that you'll need them more later, so they just pile up unused. The players like having them, so they're having more fun.)</p><p></p><p>3) I don't know 4th Edition rules. Discuss the house rule with your players and then stick with whatever is finally decided.</p><p></p><p>4) If they stop mid-dungeon, we pick up right where we left off, to the second generally. The dungeon is no safe place for a rest. Then again, I don't believe in static monsters. "Was that Bob screaming in pain? Better get some guys and go check it out."</p><p></p><p>5) I like tracking supplies. Almost all of my players hate tracking supplies. So, I console myself by making them mark off money now and then to cover living expenses and resupply.</p><p></p><p>6) I do things to encourage good roleplaying. You can also give die roll bonuses, special bennies, or other in-game benefits. For instance, the NPC could offer them some extra information, some supplies, or a future favor. I've had NPCs show up a session or two later to help out the PCs who they were interacting with (like the church leader who got the PCs out of a jam with the tax man because he liked them). If you get some really good roleplay, you can throw in an immediate reward like saying, "That was too good. You don't need to roll. You succeed in convincing him."</p><p></p><p>7) I use tactics based on the enemy. My goblins tend to mob rush until a bunch of them die, then try and flee. On the other end of the scale, military units use organized tactics. I tend to have the animal level creatures respond by instinct. However, in the long run, D&D is often not about about the enemy running away, unless it's the big bad and you need them to live to fight another day.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5357721, member: 44949"] Here's my answers, based on a couple of decades of dealing with players. :) Just remember that ultimately it boils down to the fact that if you're all having fun, you're doing it right. Whatever "it" is. 1) Too much money is easy to deal with. Money is something everybody else wants. Lords impose taxes. Merchants raise prices. Landlords raise rent. Thieves, con artists, and grifters come calling. Unless you can hide the fact that you have money, money is really hard to hold onto. Especially when you don't have a permanent base with reliable people to guard it. (Which is okay too, since it burns through more money and provides adventure hooks.) 2) Many players see D&D as about the magic items. No items is like Halloween without candy. You either change their expectations or you change yours. A middle ground is more single-use items. I tend to throw out a lot of potions because they are not a permanent increase in power. (Plus typical gamer mentality is to not use them for fear that you'll need them more later, so they just pile up unused. The players like having them, so they're having more fun.) 3) I don't know 4th Edition rules. Discuss the house rule with your players and then stick with whatever is finally decided. 4) If they stop mid-dungeon, we pick up right where we left off, to the second generally. The dungeon is no safe place for a rest. Then again, I don't believe in static monsters. "Was that Bob screaming in pain? Better get some guys and go check it out." 5) I like tracking supplies. Almost all of my players hate tracking supplies. So, I console myself by making them mark off money now and then to cover living expenses and resupply. 6) I do things to encourage good roleplaying. You can also give die roll bonuses, special bennies, or other in-game benefits. For instance, the NPC could offer them some extra information, some supplies, or a future favor. I've had NPCs show up a session or two later to help out the PCs who they were interacting with (like the church leader who got the PCs out of a jam with the tax man because he liked them). If you get some really good roleplay, you can throw in an immediate reward like saying, "That was too good. You don't need to roll. You succeed in convincing him." 7) I use tactics based on the enemy. My goblins tend to mob rush until a bunch of them die, then try and flee. On the other end of the scale, military units use organized tactics. I tend to have the animal level creatures respond by instinct. However, in the long run, D&D is often not about about the enemy running away, unless it's the big bad and you need them to live to fight another day. [/QUOTE]
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