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<blockquote data-quote="Greenstone.Walker" data-source="post: 7409615" data-attributes="member: 6788312"><p>QFT. As a GM, part of your job is to be a champion of the characters. Give them moments to shine. Let the player feel badass. </p><p></p><p>Most of the time. </p><p></p><p>For a few encounters, hit them where it hurts. Show them the downside of their badassness. Let other players shine (like the cleric with bless stopping the fighter from being charmed, or the mage with force wall saving the party).</p><p></p><p>- Use the help action. 6 goblins surround the fighter but 3 of them help the others.</p><p></p><p>- Use hold person, charm, and other things that target INT, WIS and CHA, the typical dump stats for big strong characters in heavy armour.</p><p></p><p>- Use heat metal. But just once, because it is really mean.</p><p></p><p>- Use rust monsters. But just once, because they are evil and unfair and can ruin friendships. For bonus evil, use an encounter consisting of rust monsters and arumveroxes (they eat precious metals), xorns (they eat gems) and maybe some swarms of moths (eating cloth) for extra punishment.</p><p></p><p>- If the foes are smart (which not all of them will be) then archers will target the squishy casters. Now the meleers have to make a choice - stay and fight the nearby foes or breakthrough and go for the archers. Choices are always good.</p><p></p><p>Let the foes use tactics that make sense. This means that players can now for encounters. If goblins are always sneaky little beggars, using help and prone and drag, then when the players know goblins are around then they can plan for it (and feel badass when their plan comes together).</p><p></p><p>This also makes the world feel more "real". It makes sense that wild animals will always target the biggest foe, that undead target the closest foe, that umber hulks won't prioritise spellcasters but wraiths will.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 7409615, member: 6788312"] QFT. As a GM, part of your job is to be a champion of the characters. Give them moments to shine. Let the player feel badass. Most of the time. For a few encounters, hit them where it hurts. Show them the downside of their badassness. Let other players shine (like the cleric with bless stopping the fighter from being charmed, or the mage with force wall saving the party). - Use the help action. 6 goblins surround the fighter but 3 of them help the others. - Use hold person, charm, and other things that target INT, WIS and CHA, the typical dump stats for big strong characters in heavy armour. - Use heat metal. But just once, because it is really mean. - Use rust monsters. But just once, because they are evil and unfair and can ruin friendships. For bonus evil, use an encounter consisting of rust monsters and arumveroxes (they eat precious metals), xorns (they eat gems) and maybe some swarms of moths (eating cloth) for extra punishment. - If the foes are smart (which not all of them will be) then archers will target the squishy casters. Now the meleers have to make a choice - stay and fight the nearby foes or breakthrough and go for the archers. Choices are always good. Let the foes use tactics that make sense. This means that players can now for encounters. If goblins are always sneaky little beggars, using help and prone and drag, then when the players know goblins are around then they can plan for it (and feel badass when their plan comes together). This also makes the world feel more "real". It makes sense that wild animals will always target the biggest foe, that undead target the closest foe, that umber hulks won't prioritise spellcasters but wraiths will. [/QUOTE]
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