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[DMs] Dealing with player's who have "ineffective" builds...
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<blockquote data-quote="cmajestic" data-source="post: 2978570" data-attributes="member: 36990"><p>I have separate views on both of the topics presented. As near as I can tell, there are two issues here.</p><p></p><p>Issue 1 - Should a DM tailor encounter level to party power level; and</p><p></p><p>Issue 2 - Should a DM fudge rolls in order to effect the tailoring of said encounter level.</p><p></p><p>Regarding the first issue, I think that the DM should try to tailor the level of encounter to the relative power level of the party. If the players created their characters within the framework that the DM intended them to create their characters, they should not be punished for creating characters that were sub-optimal in combat. Any pre-planned encounters should be tailored to the PCs. CRs are simply a guideline that a DM can use to choose appropriate encounters for the PCs; they are a time-saving device, so that a DM does not have to page through every page of the MM in order to find a level appropriate encounter. Random encounters, if you use them in your game, are more random by nature. Occasionally throwing a random encounter that is above or below the party's power level does help to preserve verisimilitude.</p><p></p><p>Notwithstanding the above, I don't think that the DM should fudge rolls in order to make the encounter easier. This is the sort of situation where a slightly longer adventure preparation time would help prevent. I do not like fudging rolls, personally. I agree with BlueBlackRed's sentiments about fudging rolls - once you begin fudging rolls, you are in a downward spiral that will end in the PCs becoming extremely overconfident (mouthy captain of the guard - I will show him - I know that I can't die anyway). Once they are overconfident, there are two possible endings for the campaign. A., the campaign dissolves because the player characters lose interest because there is no sense of accomplishment whatsoever when overcoming challenges (properly titled "speed bumps on the way to the pie") or B., player characters die a horrible death because they took on an encounter that was far too tough for them because their assumption was that the DM would simply fudge the rolls (and they wanted the pie).</p><p></p><p>If you do find your PCs in a situation that looks like it will end in a TPK, there are some ways out of it without fudging on the rolls. Something more powerful shows up and drives both parties away. Something more powerful shows up and helps the PCs (be hesitant to use this one - nothing is more frustrating than playing in a game where the DM puts in NPCs that consistently outshine the PCs). The players are all knocked to negative hit points and left for dead (ala Conan rpg). The players are all knocked to negative hit points and used as bargaining chips with another entity in the campaign world. Etc., etc.</p></blockquote><p></p>
[QUOTE="cmajestic, post: 2978570, member: 36990"] I have separate views on both of the topics presented. As near as I can tell, there are two issues here. Issue 1 - Should a DM tailor encounter level to party power level; and Issue 2 - Should a DM fudge rolls in order to effect the tailoring of said encounter level. Regarding the first issue, I think that the DM should try to tailor the level of encounter to the relative power level of the party. If the players created their characters within the framework that the DM intended them to create their characters, they should not be punished for creating characters that were sub-optimal in combat. Any pre-planned encounters should be tailored to the PCs. CRs are simply a guideline that a DM can use to choose appropriate encounters for the PCs; they are a time-saving device, so that a DM does not have to page through every page of the MM in order to find a level appropriate encounter. Random encounters, if you use them in your game, are more random by nature. Occasionally throwing a random encounter that is above or below the party's power level does help to preserve verisimilitude. Notwithstanding the above, I don't think that the DM should fudge rolls in order to make the encounter easier. This is the sort of situation where a slightly longer adventure preparation time would help prevent. I do not like fudging rolls, personally. I agree with BlueBlackRed's sentiments about fudging rolls - once you begin fudging rolls, you are in a downward spiral that will end in the PCs becoming extremely overconfident (mouthy captain of the guard - I will show him - I know that I can't die anyway). Once they are overconfident, there are two possible endings for the campaign. A., the campaign dissolves because the player characters lose interest because there is no sense of accomplishment whatsoever when overcoming challenges (properly titled "speed bumps on the way to the pie") or B., player characters die a horrible death because they took on an encounter that was far too tough for them because their assumption was that the DM would simply fudge the rolls (and they wanted the pie). If you do find your PCs in a situation that looks like it will end in a TPK, there are some ways out of it without fudging on the rolls. Something more powerful shows up and drives both parties away. Something more powerful shows up and helps the PCs (be hesitant to use this one - nothing is more frustrating than playing in a game where the DM puts in NPCs that consistently outshine the PCs). The players are all knocked to negative hit points and left for dead (ala Conan rpg). The players are all knocked to negative hit points and used as bargaining chips with another entity in the campaign world. Etc., etc. [/QUOTE]
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