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Dragon 368 - Death Matters (But Never Happens)
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<blockquote data-quote="Ahwe Yahzhe" data-source="post: 4503753" data-attributes="member: 55229"><p><strong>Nope</strong></p><p></p><p></p><p> </p><p>Nope- that's not it, but I understand how my frustration in my post might read that way. It's actually that the players are playing well, and know that they can't die, even if they make a tactical mistake or two or have bad luck. Like you, I've had several battles that end with one or more players down, but not dead. The first couple of times it was suspenseful, but since then they've figured it out, tactically saving the Lay on Hands (minor action) for dying comrades instead of when they are bloodied (that's what the Second Winds are for.)</p><p> </p><p>I agree with the earlier post that cutting back the number of surges might just shorten the game day, but they already do this when daily powers run low. I've tried clock management (twelve hours between extended rests) but I don't like railroading them with random encounters and "ticking timebombs" that don't fit the campaign storylines. I'm not sure what will work, but let's assume I'm not going to "beat" the players tactically, but play monsters according to their roles.</p></blockquote><p></p>
[QUOTE="Ahwe Yahzhe, post: 4503753, member: 55229"] [b]Nope[/b] Nope- that's not it, but I understand how my frustration in my post might read that way. It's actually that the players are playing well, and know that they can't die, even if they make a tactical mistake or two or have bad luck. Like you, I've had several battles that end with one or more players down, but not dead. The first couple of times it was suspenseful, but since then they've figured it out, tactically saving the Lay on Hands (minor action) for dying comrades instead of when they are bloodied (that's what the Second Winds are for.) I agree with the earlier post that cutting back the number of surges might just shorten the game day, but they already do this when daily powers run low. I've tried clock management (twelve hours between extended rests) but I don't like railroading them with random encounters and "ticking timebombs" that don't fit the campaign storylines. I'm not sure what will work, but let's assume I'm not going to "beat" the players tactically, but play monsters according to their roles. [/QUOTE]
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Dragon 368 - Death Matters (But Never Happens)
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