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<blockquote data-quote="Ylis" data-source="post: 1400472" data-attributes="member: 16749"><p>I don't think that this encounter could have been too tough, considering they made it out alive. It sounds like some whiny friggin' players to me. Gestalt characters are way more powerful than average, so you were already giving them an advantage. Therefore, you did allow them some help with fighting the baddies. If they didn't have the sense to use their assets, that's on them. If they didn't want to spend money on healing items, that on them. If you have to make all decisions for them, why are they playing anyway? Next time, maybe when they want to rush full force into a formation of baddies, make them roll a "common sense" roll (Wis check). If they pass it drop the hint of "Are you SURE you want to do that?". If they do, then you can always say later that you gave them the warning. If their characters choose to act without common sense, there's nothing you can do about it <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>I think you did a great job. You let your players use characters I, personally, wouldn't have, but that's not the issue. If they can't be happy with the things you do for them, make them play "by the book" for awhile. Perhaps they'll change their tune when they realize that you are helping them out....</p></blockquote><p></p>
[QUOTE="Ylis, post: 1400472, member: 16749"] I don't think that this encounter could have been too tough, considering they made it out alive. It sounds like some whiny friggin' players to me. Gestalt characters are way more powerful than average, so you were already giving them an advantage. Therefore, you did allow them some help with fighting the baddies. If they didn't have the sense to use their assets, that's on them. If they didn't want to spend money on healing items, that on them. If you have to make all decisions for them, why are they playing anyway? Next time, maybe when they want to rush full force into a formation of baddies, make them roll a "common sense" roll (Wis check). If they pass it drop the hint of "Are you SURE you want to do that?". If they do, then you can always say later that you gave them the warning. If their characters choose to act without common sense, there's nothing you can do about it :) I think you did a great job. You let your players use characters I, personally, wouldn't have, but that's not the issue. If they can't be happy with the things you do for them, make them play "by the book" for awhile. Perhaps they'll change their tune when they realize that you are helping them out.... [/QUOTE]
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