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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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<blockquote data-quote="kamosa" data-source="post: 1513572" data-attributes="member: 1037"><p>Making up a story for why a power is nerfed doesn't mean you didn't nerf the ability. In game stories are just an excuse by the GM to stop tactics they don't like. </p><p></p><p>I'm not saying mages shouldn't have good tactics or should react poorly. I'm just saying that sometimes we as GM's take countering the PC's actions too far. Unlike the GM, the player is stuck with their character and can't really change their tactics as much as the GM can. Sure they can create some variation, but not near as much as you can with the wealth of monsters, spells, and magic items that the GM can create by fiat.</p><p></p><p>By stopping a tactic, even if you have a good story why, limits what the players can do in battle.</p><p></p><p></p><p>Let me give you an example. Star Wars. During the final battle the Empire figures out that they are vulnerable to the attack of the rebels. They understand that if a shot goes into that shaft, they will be destroyed. It would make sense that they try to defend that shaft. Why not have a ship fly down and park in front of it? Easy defense to stop a "one in a million shot". </p><p></p><p>The reason of course is that it would be a crappy movie if the rebels failed to destory the death star and instead Lea and all the rebel comanders where killed on the planet. </p><p></p><p>Games are kind of like that as well. Just because their is an easy defense doesn't mean you should crush the players tactics. They are the hereos, not the villians you create. In the end they should win and they should win by the actions they take. Allowing someone to disrupt the fireball that would kill or seriously damage the party is a heroic act. I just don't think it should foiled every time just so the GM can get off their attack routine.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1513572, member: 1037"] Making up a story for why a power is nerfed doesn't mean you didn't nerf the ability. In game stories are just an excuse by the GM to stop tactics they don't like. I'm not saying mages shouldn't have good tactics or should react poorly. I'm just saying that sometimes we as GM's take countering the PC's actions too far. Unlike the GM, the player is stuck with their character and can't really change their tactics as much as the GM can. Sure they can create some variation, but not near as much as you can with the wealth of monsters, spells, and magic items that the GM can create by fiat. By stopping a tactic, even if you have a good story why, limits what the players can do in battle. Let me give you an example. Star Wars. During the final battle the Empire figures out that they are vulnerable to the attack of the rebels. They understand that if a shot goes into that shaft, they will be destroyed. It would make sense that they try to defend that shaft. Why not have a ship fly down and park in front of it? Easy defense to stop a "one in a million shot". The reason of course is that it would be a crappy movie if the rebels failed to destory the death star and instead Lea and all the rebel comanders where killed on the planet. Games are kind of like that as well. Just because their is an easy defense doesn't mean you should crush the players tactics. They are the hereos, not the villians you create. In the end they should win and they should win by the actions they take. Allowing someone to disrupt the fireball that would kill or seriously damage the party is a heroic act. I just don't think it should foiled every time just so the GM can get off their attack routine. [/QUOTE]
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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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