DM's head explodes, film at 11

Yes, it's a problem, especially at high levels. Unless you're playing the same kind of bad guy (or same terrain, or same "strike team" composition, etc.) it's very easy to forget what tricks you were planning on springing.

This week I lost a Wilder Wendigo (excellent combo) to a well-used Baleful Polymorph. *sniff*

-- N
 

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Buttercup said:
If I consistently remembered all the tactics my BBEGS are capable of, I'd be TPKing right and left. Fortunately for my players, I have a mind like a sieve.

My sieve holes are bigger than your sieve holes! NYAH!
 

Before last week's session, I spent two hours redefining how magic works in the Abyss. Did I remember to check this when the PCs started casting spells? Of course not.

I had also designed a nice githyanki NPC with Improved Sunder. Did I remember to break any weapons or shields? Of course not.

I did remember to force my players to roll on the wild magic table yesterday, and enchanter's chain lightning backfired on him and the rest of the party. Some satisfaction, at last.
 

I had one of those. This was back when I was running the B.A.D.D. (Bothered About Disposable Dragons) web site, giving and compiling Dragon advice, and so on. I was like, the dragon d00d. Here's what happened.

[EVIL DRAGON]: *swoops in, slaps darkness on group fighter*

[Smartass Sorceress]: I cast Haste and Fly.

[EVIL DRAGON]: Foolish worms, you all shall die (dumps acid over group of them)

[Smartass Sorceress]: I fly up out of the darkness and disintegrate him.

[EVIL DRAGON]: Weakling! With all my Buff spells I have a touch AC of 26! Bwahahaha!

[Smartass Sorceress]: Ooh, look a 19. Hit him!

[EVIL DRAGON]: This means nothing! You magic may not even effect me!

[Smartass Sorceress]: Oh, Spell Resistance. Hey, look at that, a 17. Plus my level....

[EVIL DRAGON]: Nevermind. It still doesn't matter, do you *know* what a dragon's Fort saves look like? I wil eat you first little spellslinger.

[EVIL DRAGON]: Rolls 1. Poof.

[MADDMAN'S HEAD EXPLODIATES]
 




My solution for this problem is to always add a couple of notes (in bold) to my NPC stat blocks nowadays, referencing any particular special abilities or tactics which I expect to come into play. Works like a charm. The fact that most of my players are worse at running a single PC at 100% effectiveness than I am at running six NPCs also helps :)
 

Buttercup said:
If I consistently remembered all the tactics my BBEGS are capable of, I'd be TPKing right and left. Fortunately for my players, I have a mind like a sieve.

Have someone else play important NPCs. It works wonders for player fear levels.
 

shilsen said:
My solution for this problem is to always add a couple of notes (in bold) to my NPC stat blocks nowadays, referencing any particular special abilities or tactics which I expect to come into play. Works like a charm. The fact that most of my players are worse at running a single PC at 100% effectiveness than I am at running six NPCs also helps :)
Me, I do up NPC/Monster cards that also double up as initiative cards. Damage Reduction and resistances go right next to the hit points, so there's a good chance of spotting the note and remembering, "Hey, you're weapon isn't Good or iron". Spell Resistance goes next to saving throws for the same reason. Tactics are always spelled out in a separate section, so they will actually try to use the cool abilities I gave them.
 

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