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dnd 3.5 - Challenge my party.
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<blockquote data-quote="Joseph Rossow" data-source="post: 4980801" data-attributes="member: 51615"><p>lol!</p><p></p><p>Yeah, it's time for quote-wars I guess. But instead of quoting, I just put the issue above the response. Correct me if I misinterpred the issue.</p><p></p><p></p><p><u>Arbitrarily adding 1,000's of hp</u></p><p>I'm sorry if my previous posts seemed to imply that a DM should "suddenly" endow a creature with 1,000 extra hit points. I was trying to say one can do so whilst designing their adventure. I agree, someone who fudges these numbers <em>on the fly</em> is "cheating."</p><p><u></u></p><p><u></u></p><p><u>DM's appearing "weak"</u> </p><p>First, I'm not encouraging "adversarial relationships" at gaming tables. Nor do I play at such a table. That's silly. I am, however, encouraging the notion that the DM needs to be the dominant force at the table.</p><p></p><p>In my opinion, getting players opinions on things is best saved for before and after a campaign, not in between sessions. That lends itself to the idea that a DM needs their player's approval to introduce thing, which is also silly. Players should have no idea of what's coming behind that corner.</p><p></p><p></p><p><u>"Being treated unfairly"</u></p><p>First, I'm not advocating a DM treat their players unfairly. I said that "feeling cheated" was a possible reaction to suddenly introducing a strong challenge to a group.</p><p></p><p>A DM can (and should) place player characters up against opponents who may offer them a challenge. Just because this half-elf spellblade doesn't one-shot the baddie doesn't mean the encounter can't be fun. Just because some PC gets killed during the encounter doesn't mean it can't be fun.</p><p></p><p>This goes back to an old pamphlet of D&D advice, written by a old-gamer, who still plays in our group (perhaps the most influential document on my DM'ing style). This is an exceprt from one of the sections:</p><p></p><p><em>"There is a confusion between what is enjoyable for the player and what is enjoyable for the player's character. The two conditions need not occur simultaneously, nor is one the prerequisite for the other."</em></p><p></p><p>Just because a DM hoses their player's characters, doesn't mean their players won't have fun.</p><p></p><p></p><p><u>Life-threatening encounters</u></p><p>If a combat-encounter doesn't have a significant impact on the game, or put critical choices in front of the character, it shouldn't be run. Why bother with an encounter that 1) eats up an hour of play, 2) doesn't offer a serious threat or reward, and 3) doesn't advance (or create) the plot? </p><p></p><p>A clever DM can fill out their world with things besides combat encounters.</p><p></p><p>It seems to be suggested that groups should be offered a reasonable reward for a reasonable challenge, like groups should be able to go into a forest, fight something their level, get loot of their level, and return home. I find that situation ridiculous. Once the player character's have enter the woods, they may be subject to encountering foes far beyond their means to defeat.</p><p></p><p></p><p><u>1,500 hit points and longer fights</u></p><p>First of all, DM's yank players through hoops all the time. Every adventure is just a series of hoops one puts the players through. I mean, let's be serious about this.</p><p></p><p>And arbitrarily deciding when a fight should end is certainly another tool in the DM toolbox. I'm not saying use it all the time; I'm not saying use this more than one a campaign, but it's a tool to be used none-the-less.</p><p></p><p></p><p><u>Attack and Damage - Wost Piece of Advice EVAR!</u></p><p>I was giving a single, simple way to deal with a high-level group. There are others, but I was attempting to keep my post short and to the point. At high levels groups have a lot of immunities to stuff, and good-ol' weapon damage, generally cuts straight through those.</p><p></p><p></p><p><u>Something to do with Power Struggles</u></p><p>You quoted me saying "once you introduce your Large McHuge monster, don't suddenly nerf it or remove it." Then you said something like "if a monster is so powerful that the player's complain, it should be removed."</p><p></p><p>I think this is what we're talking about.</p><p></p><p>That seems to imply that powerfully strong creatures should never come into conflict with adventurers. Adventurers should just be fighting things they can defeat.</p><p></p><p>That outlook of a world is unrealistic. There are oozes with the hit points of gods and cruel, evil clerics who routinely crush adventurers. Facing (and overcoming) those nightmares is what makes D&D so fun!</p><p></p><p><u>Summary</u></p><p>I can understand how some of my reasoning feels counter-intuitive or strange. I am not the best writer, so sometimes I leave out important notes. But my methods of dealing with the situation have worked well for me (honestly, I don't have a group full of people who think I cheat, or who feel 'bullied' by me), and I just wanted to share those with everyone. Which is, after all, what forums like these are for.</p><p></p><p>I am new to the forums, and I'm glad, at least, that people are reading about my views. I'm sure there will be more disagreement, but I don't mean to start any antagonism.</p></blockquote><p></p>
[QUOTE="Joseph Rossow, post: 4980801, member: 51615"] lol! Yeah, it's time for quote-wars I guess. But instead of quoting, I just put the issue above the response. Correct me if I misinterpred the issue. [U]Arbitrarily adding 1,000's of hp[/U] I'm sorry if my previous posts seemed to imply that a DM should "suddenly" endow a creature with 1,000 extra hit points. I was trying to say one can do so whilst designing their adventure. I agree, someone who fudges these numbers [I]on the fly[/I] is "cheating." [U] DM's appearing "weak"[/U] First, I'm not encouraging "adversarial relationships" at gaming tables. Nor do I play at such a table. That's silly. I am, however, encouraging the notion that the DM needs to be the dominant force at the table. In my opinion, getting players opinions on things is best saved for before and after a campaign, not in between sessions. That lends itself to the idea that a DM needs their player's approval to introduce thing, which is also silly. Players should have no idea of what's coming behind that corner. [U]"Being treated unfairly"[/U] First, I'm not advocating a DM treat their players unfairly. I said that "feeling cheated" was a possible reaction to suddenly introducing a strong challenge to a group. A DM can (and should) place player characters up against opponents who may offer them a challenge. Just because this half-elf spellblade doesn't one-shot the baddie doesn't mean the encounter can't be fun. Just because some PC gets killed during the encounter doesn't mean it can't be fun. This goes back to an old pamphlet of D&D advice, written by a old-gamer, who still plays in our group (perhaps the most influential document on my DM'ing style). This is an exceprt from one of the sections: [I]"There is a confusion between what is enjoyable for the player and what is enjoyable for the player's character. The two conditions need not occur simultaneously, nor is one the prerequisite for the other."[/I] Just because a DM hoses their player's characters, doesn't mean their players won't have fun. [U]Life-threatening encounters[/U] If a combat-encounter doesn't have a significant impact on the game, or put critical choices in front of the character, it shouldn't be run. Why bother with an encounter that 1) eats up an hour of play, 2) doesn't offer a serious threat or reward, and 3) doesn't advance (or create) the plot? A clever DM can fill out their world with things besides combat encounters. It seems to be suggested that groups should be offered a reasonable reward for a reasonable challenge, like groups should be able to go into a forest, fight something their level, get loot of their level, and return home. I find that situation ridiculous. Once the player character's have enter the woods, they may be subject to encountering foes far beyond their means to defeat. [U]1,500 hit points and longer fights[/U] First of all, DM's yank players through hoops all the time. Every adventure is just a series of hoops one puts the players through. I mean, let's be serious about this. And arbitrarily deciding when a fight should end is certainly another tool in the DM toolbox. I'm not saying use it all the time; I'm not saying use this more than one a campaign, but it's a tool to be used none-the-less. [U]Attack and Damage - Wost Piece of Advice EVAR![/U] I was giving a single, simple way to deal with a high-level group. There are others, but I was attempting to keep my post short and to the point. At high levels groups have a lot of immunities to stuff, and good-ol' weapon damage, generally cuts straight through those. [U]Something to do with Power Struggles[/U] You quoted me saying "once you introduce your Large McHuge monster, don't suddenly nerf it or remove it." Then you said something like "if a monster is so powerful that the player's complain, it should be removed." I think this is what we're talking about. That seems to imply that powerfully strong creatures should never come into conflict with adventurers. Adventurers should just be fighting things they can defeat. That outlook of a world is unrealistic. There are oozes with the hit points of gods and cruel, evil clerics who routinely crush adventurers. Facing (and overcoming) those nightmares is what makes D&D so fun! [U]Summary[/U] I can understand how some of my reasoning feels counter-intuitive or strange. I am not the best writer, so sometimes I leave out important notes. But my methods of dealing with the situation have worked well for me (honestly, I don't have a group full of people who think I cheat, or who feel 'bullied' by me), and I just wanted to share those with everyone. Which is, after all, what forums like these are for. I am new to the forums, and I'm glad, at least, that people are reading about my views. I'm sure there will be more disagreement, but I don't mean to start any antagonism. [/QUOTE]
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