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How to deal with GM burn-out?
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<blockquote data-quote="Olaf the Stout" data-source="post: 6234835" data-attributes="member: 13703"><p>I’ve had this happen a number of times in my game. In my 3.5E game I allow all of the WotC splatbooks on the provisio that anything outside of the core rulebooks (PHB, DMG, MM) needs to be approved by me and I reserve the right to veto anything at a later date if it turns out to be too powerful.</p><p></p><p>This has worked pretty well for the most part. There have been a few spells and items that I have rejected, or approved with modification, but not too many.</p><p></p><p>However, even with that, by increasing the number of options for my players, it ultimately makes their characters more powerful than they would be if they could only use the core still. I’m generally ok with that. I just put them up against higher challenge rating creatures, add a couple of extra creatures to combats or, since I’m running the Age of Worms AP, I their characters run at level lower than the recommended level for that point in the AP.</p><p></p><p>Even when I do that, there are still some encounters that are meant to be a significant challenge that they simply all over. On the other hand though, I’ve had encounters that almost ended in TPK’s that I simply didn’t see coming.</p><p></p><p>Part of the problem is my group is well equipped to deal with some types of encounters with ease and others, not so much. For example, they generally can’t put out a heap of ranged damage. This has changed a bit in the last few levels since they’ve now gained access to more Wizard and Cleric spells that do ranged damage, as well as the Mass Fly spell. Before that though there were a number of ranged encounters that caused them a heap of trouble.</p><p></p><p>In your situation a simple solution might be to arbitrarily increase the number of hit points for the bad guys. This is a nice and simple way to increase the challenge of the fight. So it’s easy to do, and it also means you don’t need to worry that the bad guy will now be too powerful. He still dishes out as much damage as he did previously, but he can last a bit longer. So you have a few more rounds of actions to use his funky abilities.</p><p></p><p>Another simple change that can help is to give him some lower level help. I’ve found single enemies don’t last very long at all in my combats. If 5 PC’s can all attack 1 bad guy he’s lucky if he will last more than 1 round. Throwing in some flunkies to help the baddie means that the PC’s at least have to split their attacks for a couple of rounds.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6234835, member: 13703"] I’ve had this happen a number of times in my game. In my 3.5E game I allow all of the WotC splatbooks on the provisio that anything outside of the core rulebooks (PHB, DMG, MM) needs to be approved by me and I reserve the right to veto anything at a later date if it turns out to be too powerful. This has worked pretty well for the most part. There have been a few spells and items that I have rejected, or approved with modification, but not too many. However, even with that, by increasing the number of options for my players, it ultimately makes their characters more powerful than they would be if they could only use the core still. I’m generally ok with that. I just put them up against higher challenge rating creatures, add a couple of extra creatures to combats or, since I’m running the Age of Worms AP, I their characters run at level lower than the recommended level for that point in the AP. Even when I do that, there are still some encounters that are meant to be a significant challenge that they simply all over. On the other hand though, I’ve had encounters that almost ended in TPK’s that I simply didn’t see coming. Part of the problem is my group is well equipped to deal with some types of encounters with ease and others, not so much. For example, they generally can’t put out a heap of ranged damage. This has changed a bit in the last few levels since they’ve now gained access to more Wizard and Cleric spells that do ranged damage, as well as the Mass Fly spell. Before that though there were a number of ranged encounters that caused them a heap of trouble. In your situation a simple solution might be to arbitrarily increase the number of hit points for the bad guys. This is a nice and simple way to increase the challenge of the fight. So it’s easy to do, and it also means you don’t need to worry that the bad guy will now be too powerful. He still dishes out as much damage as he did previously, but he can last a bit longer. So you have a few more rounds of actions to use his funky abilities. Another simple change that can help is to give him some lower level help. I’ve found single enemies don’t last very long at all in my combats. If 5 PC’s can all attack 1 bad guy he’s lucky if he will last more than 1 round. Throwing in some flunkies to help the baddie means that the PC’s at least have to split their attacks for a couple of rounds. [/QUOTE]
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