kamosa
Explorer
Rodrigo Istalindir said:Pfftp.![]()
Where's the fun (for anybody) in letting the players walk all over a challenge the same way every time? Of course the DM could just wave his hands and say 'Ok, everybody's dead'. But he wouldn't. If a tactic is going to be %100 successful, why even bother to roll the dice. Heck, why have the encounter anyway. Just say 'You break into the wizard's tower, grapple him and cut his throat. Here's your XP and loot.'
One of the best things these boards have to offer is the ready availability of alternate tricks and strategies for keeping the combat sessions fresh.
I agree to a point. That's why I threw in my two cents on how to combat it. But, I also think there is a large area between cakewalks and crushing a viable tactic and some GM's ignore that ground.
Why is disrupting a mage a tactic that needs to be curbed? One player is spending all their time using all their resources to prevent one monster from acting. That doesn't sound like something that is stealing the spotlight from the rest of the party and isn't so powerful that it needs to be crushed every time.
A lot of GM's think of combat like it is a Samurai duel. Both sides swinging their attacks at eachother until the side that does the most damage wins. They hate tactics that prevent attacks or take away actions from the other side. That's why spells like Hold Person and Sleep were nerfed in 3.5, because they prevent actions by the NPC's and monsters.
There is sort of a "How dare the players try to prevent themselves from getting fireballed?" mentality among GM's that I think deserves to be challenged just a bit. I'm not saying combats should be cake walks, far from it. But I do believe that nerfing player tactics just because they prevent things from happening to the players is ultra lame. If you find yourself always wondering how to prevent the players from taking valid actions, then you might need to look in the ol GM mirror and change your tactics instead.