Do you let your players...?


log in or register to remove this ad

S'mon said:


This is very true - it seems a bit unfair though to alter NPC tactics based on what you know the PCs have planned!

I agree S'mon. Maybe I should have rephrased that a bit. The DM wouldn't know what they planned ahead of time, but he would hear the kabitzing at the table, and could use that in the following round(s) after the players acted upon them.

Using OOC against the players may seem unfair, but, what is wrong with evaluating ideas a few moments ahead of time so when they do do those things you are ready, instead of looking like Bobby Fischer over a Chess Board. When you are one mind against 3,4 or 5 minds(some just as, or more, smart and conniving as you), would it not be nice to have a bit of foresight? I'm not saying to adjust the NPCs/Monsters action BEFORE the players act, but have a couple contingency plans in case they DO use those, sort of a what-if/then-do-this kind of thing.

Yea, the DMs got all the NPCs and Monsters on his side, but let's face it, in the end the players will prevail, even if you make it a little rough for 'em they will enjoy it more than just facing cut-out formatted monster/NPCs.
 


Re: Re: Do you let your players...?

Azlan said:

This makes me think that some kind of rules should be implemented for spell-casters trying to place area-effect spells at exact locations. Like, maybe this should be based on a skill, and if the skill check is failed, then the spell's center point should be moved by one 5-foot square for each number that the check was missed by. (The direction would be determined randomly.)

I use a spell craft check, DC 15, 20 if you don't have center to center line of sight. Failure randomly moves the center 5 ft. I find that is actually pretty easy to make, so I am considering upping the DCs a bit.
 

Re: Re: Re: Do you let your players...?

ichabod said:


I use a spell craft check, DC 15, 20 if you don't have center to center line of sight. Failure randomly moves the center 5 ft. I find that is actually pretty easy to make, so I am considering upping the DCs a bit.
Why? I would assume after lots of practice the mage would be pretty good at estimating distance etc..
ken
 

I think use of the Innuendo skill is the way to go in situations like this. If you assume that the party has come up with some basic hand signals or the like, and they want to communicate to another character in combat, let 'em make an innuendo check. Limit them to what could be reasonably conveyed in a short sentence. I think its a pretty good compromise for communicating across a hectic battlefield, without devolving into a metagame situation. If the character wants to sit and give out a ream of advice, make that his move equivalent for the round.
'Course I wouldn't be that strict if the player is trying to help a newbie player who lacks knowledge of his/her options.
 

Re: Re: Re: Re: Do you let your players...?

Joseph Elric Smith said:

Why? I would assume after lots of practice the mage would be pretty good at estimating distance etc..
ken

Because quickly estimating exactly 30 feet at a range of up to 600 to 1200 feet does not strike me as that easy to do.
 

Besides, with lots of practice the mage does get really good at estimating distances. A wizard will usually have a great spellcraft mod. DC 15 to 20 checks automatic for my level 10 wizard. At 5th level, DC 15 is still pretty easy. For other spellcasters, however, it might be more fair to allow them to use their spellcasting stat instead of INT for the spell placement check.
 

Re: Re: Re: Re: Re: Do you let your players...?

ichabod said:


Because quickly estimating exactly 30 feet at a range of up to 600 to 1200 feet does not strike me as that easy to do.
never met any one who has every hunting, sniper, or been a carpenter before. oh well YMMV
ken
 

Re: Re: Re: Re: Re: Do you let your players...?

ichabod said:
Because quickly estimating exactly 30 feet at a range of up to 600 to 1200 feet does not strike me as that easy to do.

It's not easy to do. But then, neither is summoning eldritch energy, packing it into a tight little ball of fiery death, and throwing it unerringly at your target. It's magic. There's a certain level of suspension of disbelief you have to accept. If you don't have a problem with him hitting a specific person at that range, just targeting an empty space, that's more of a s.o.d. problem than a tactical one.

As has been pointed out, hunters and various other folks who train themselves for the task can discern that level of granularity with little difficulty. My wife has done black-powder shooting and hunting, as have many of my in-laws...and I assure you, her eyes are much keener than mine, and that all of them would have little difficulty pin-pointing to an impressive degree at that range, without the benefit of a scope. I have little difficulty believing that a spellcaster couldn't do the same with a fireball or blade barrier. I would expect they'd spent time training to use their abilities to that level.

Under 1e and 2e, you were expected to spend weeks in training to gain a level. Under 3e, we have no such requirements, but I still see characters spending time to train, and I assume a scenario similar to what you see in the movie version of 'Fellowship of the Ring', where Boromir and Aragorn are training the hobbits....the party is honing their skills constantly.
 

Remove ads

Top