[/QUOTE]
Raven Crowking said:
Well, for the record, when I am playing I don't want the DM to artificially save my character.
Equally for the record, i agree completely. The difference is i dont think thats the case here.
Raven Crowking said:
I want the consequences of my actions, for good or ill.
as do I, though in the case here, the consequence is apparently for the action of failing a saving throw.
Raven Crowking said:
If you really think you need to intervene, you'd better be subtle about it, because if I notice it I won't be happy.
agreed.
Raven Crowking said:
You can kill me; you can't coddle me.
agreed, though i usually don't prefer the "kill me" part.
But let me give you some examples from current real life gaming...
in our midnight game, our Gm is prone to overmatch us. he really doesn't have a decent grasp on balance within midnight and often throws much too powerful force at us, often overlooking (in spite of cautions in the book) the impact things like "at will magic abilities" have in a rare magic set of PCs.
The sequence is FREQUENTLY this...
1 the situation is setup that we have to fight the set of bad guys and there is little we can do before hand about it.
2. the bad guys should mop the floor with us given even amatuer tactics. they have one to two traits we simply have no counter for.
3. in character, we discuss this and try and find ways around it but there are usually little to no options.
4. engagement rolls along and we start getting clocks cleaned.
5. gm realizes this.
6. Enemies start playing really stupid and making idiot mistakes and sometimes just doing nothing while we get the upper hand.
7 we win what was a "tough fight". We pull it out dramatically after everything seemed lost.
Examples you say:
The dragon stays in arrow range while circling and then after landing at one point spends a full round action "turning around" while standing on the ground (otherwise, it full set of attacks would have gutted the PC who ran up right next to it.)
The demon who has been established as having at will dispel magics capable of dropping spells many levels higher than our mage's who DOESN"T dispel the insect cloud we threw even after pre-game we discussed how the IC would only be around for a few rounds at best due to his dispel. Instead the demon flies back into the cloud and back into melee and gets double teamed and dropped.
A demon gang who start throwing at will darkess globes they can see thru, which cuts out my character's sneak attacks and drops our damage output dramatically, who suddenly stop doing so and start engaging us into normal lighted melees.
Honestly, most of the other players are pretty satisfied with this, while its leaving me flat. I really think they don't realize whats happening and just think that I (or my character or both) is a "worrier" due to all my pre-battle "whining" when we could "just go ahead and and get to it."
I would enjoy instead if he used either:
1. better initial setup allowing more useful choices so that we can utilize some terrain or other setting advantage to make this a reasonable fight.
2. a better force mix so that its not a runaway
3. a less "cohesive unit" where the "evil guys" have more forces but they turn on each other so much as to make their more powerful force less effective than it should be.
When i run games, if you see a battle you cannot win, i expect you to be looking for other solutions, not to plunge in hoping "it all works out anyway."