I Hate My Players.

You're the DM, as long as players are playing, you should be able to think up ways to bring your villian back. As long as you aren't playing with rules lawyers, players will accept "this is just how it is cause the DM said so".
 

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I know it's happened to me, as Blackshirt described, and also the other way, where the players roll so bad as to end in a TPK and ruin the story. Although they always seem to take perverse pleasure from ruining a potential recurring villian. :)
 

Siridar said:
Wouldn't it be funny if one day Stormbrand suddenly turned on it's wielder, laughing manically with the voice of Victor?:D

Nope, Stormbrand is simply too powerful a being, his sense of self is part of what devastates his enemies souls and destroys them.

But maybe I'm just saying that to use reverse psychology. No, I'm not Angcuru.

Or am I???

However, just wait until Angcuru gets to fight Balefire...
 

I LIKE my soul, blackshirt, don't you be doing that.

one thing I see happening is blackshirt creating villains that require 4-on1 action to take down. I mean, unless I had a huge vendetta against this guy, there's just not that much to add to the story when I kill him single-handedly in less than 6 seconds.:rolleyes:
 



When a fight happens, people die. Sometimes it's the players, sometimes it's the NPC's. Either way, you suck it up and you roll with it.

On other news, I recommend you use large squads of mooks to slow down your PC's as they hack their way towards your big NPC's. However, be aware of your characters capabilities!

Be aware of the three H's:
1: Hacking
2: Hopping
3: Hardness

Be aware of each PC's Hacking capabilities, their primary strengths at dealing damage, their Hopping capabilities, the extent of their mobility through skills and spells, and their Hardness, their ability to avoid and soak up damage.

By keeping these in mind (and perhaps writing them down on a little notecard to make sure they stay there) you'll be able to make better, more party-aware encounters.
 

Anabstercorian said:
When a fight happens, people die. Sometimes it's the players, sometimes it's the NPC's. Either way, you suck it up and you roll with it.

On other news, I recommend you use large squads of mooks to slow down your PC's as they hack their way towards your big NPC's. However, be aware of your characters capabilities!

Be aware of the three H's:
1: Hacking
2: Hopping
3: Hardness

Be aware of each PC's Hacking capabilities, their primary strengths at dealing damage, their Hopping capabilities, the extent of their mobility through skills and spells, and their Hardness, their ability to avoid and soak up damage.

By keeping these in mind (and perhaps writing them down on a little notecard to make sure they stay there) you'll be able to make better, more party-aware encounters.

Before I say anything, Nice Sig.;)

I had commented to him the night of the Vincent slaying that he should have made sure that the had at LEAST enough HP sto survive a full-damage crit from any individual weapon at our disposal. I still don't know if my sword sucked out his soul, or just made his body very, very, very broken.
 

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