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*TTRPGs General
Is picking spells to counter the DM's tactics undermining the fun of the game?
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<blockquote data-quote="ThoughtBubble" data-source="post: 2294295" data-attributes="member: 9723"><p>Thanks everyone for the replies, and sorry for the delay in response.</p><p></p><p>As far as adversarial gaming goes, the game has gotten more adversarial of late. However, if I start playing adversarially, then the game goes completely adversarially, with no hope of redemption. I think that's what concerns me about going down this path. I'll essentially be challenging him to a drawn out contest of who can stop who while staying inside some nebulous bounds of 'fair play'. That'll remain fun for anyone for about a month.</p><p></p><p>While playing the game, I tend to avoid pulling out all the stops. I'm the most rules versed player at the table, and also the most tactically minded. I DM, so I know a lot of the monster stats, and even the ones that I don't know, it's easy to guess at their abilities. So it's easy for me to completely dominate a lot of situations. I try not to. I've been a bad player in the past. And I'm working to make sure that I'll be someone people like to game with.</p><p></p><p>Now, as far as 'breaking that scenario' goes, in the fight, he expected to get into melee range quickly, where each foe had a series of abilities to deal with our strong points (or, in my case, target my weakness). From there it would turn into a fairly drawn out and difficult battle. He was pretty surprized about the terrain control we pulled.</p><p></p><p>Talking it over with some of the groupmates, the general opinion is that he probably instituted the 'broken arm' issue to avoid killing my character. Personally though, I think I prefer rolling up a new character to sitting around uselessly for the next x sessions.</p><p></p><p>As far as the DM feeling adversarial, it's more that he's running into effective high-level characters. The archer, fully buffed shoots five 'hits on a 4 or better' arrows per turn. The fighter uses a greatsword and can deadlift 500 lbs, I can completely alter the battlefield to our advantage in a single spell, and the cleric can command any undead we encounter (great for making us even tougher). We are a vicious little group, and he's having trouble 'challenging' us. He can kill us, sure. But every time he offers a 'challenge' we simply annhilate it (this with a fairly low item worth). That's a lot of why these tactics and situations have come up. And, with my DM he will have a reason why this is all happening.</p><p></p><p>I figure I'll take that shelter spell. Monsters in the middle of the night is more than I'm willing to take. The scrying can wait for a while. Putting pressure on the tactic that has everyone bothered, but leaving the one that allows for drop-ins and more random encounters available seems like a good compromise.</p><p></p><p>That, and I'm going to mention the 1 handed casting thing. We'll probablly add a contentration check to the spells if something else is needed.</p><p></p><p>Once again, thanks.</p><p></p><p>And Nifft, the best way to end an adversarial situation is to give the DM a little satisfaction. We've been joking that the cleric should run up to things the fighter is engaged with, get backhanded, and then go "OH NO!" and run away screaming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2294295, member: 9723"] Thanks everyone for the replies, and sorry for the delay in response. As far as adversarial gaming goes, the game has gotten more adversarial of late. However, if I start playing adversarially, then the game goes completely adversarially, with no hope of redemption. I think that's what concerns me about going down this path. I'll essentially be challenging him to a drawn out contest of who can stop who while staying inside some nebulous bounds of 'fair play'. That'll remain fun for anyone for about a month. While playing the game, I tend to avoid pulling out all the stops. I'm the most rules versed player at the table, and also the most tactically minded. I DM, so I know a lot of the monster stats, and even the ones that I don't know, it's easy to guess at their abilities. So it's easy for me to completely dominate a lot of situations. I try not to. I've been a bad player in the past. And I'm working to make sure that I'll be someone people like to game with. Now, as far as 'breaking that scenario' goes, in the fight, he expected to get into melee range quickly, where each foe had a series of abilities to deal with our strong points (or, in my case, target my weakness). From there it would turn into a fairly drawn out and difficult battle. He was pretty surprized about the terrain control we pulled. Talking it over with some of the groupmates, the general opinion is that he probably instituted the 'broken arm' issue to avoid killing my character. Personally though, I think I prefer rolling up a new character to sitting around uselessly for the next x sessions. As far as the DM feeling adversarial, it's more that he's running into effective high-level characters. The archer, fully buffed shoots five 'hits on a 4 or better' arrows per turn. The fighter uses a greatsword and can deadlift 500 lbs, I can completely alter the battlefield to our advantage in a single spell, and the cleric can command any undead we encounter (great for making us even tougher). We are a vicious little group, and he's having trouble 'challenging' us. He can kill us, sure. But every time he offers a 'challenge' we simply annhilate it (this with a fairly low item worth). That's a lot of why these tactics and situations have come up. And, with my DM he will have a reason why this is all happening. I figure I'll take that shelter spell. Monsters in the middle of the night is more than I'm willing to take. The scrying can wait for a while. Putting pressure on the tactic that has everyone bothered, but leaving the one that allows for drop-ins and more random encounters available seems like a good compromise. That, and I'm going to mention the 1 handed casting thing. We'll probablly add a contentration check to the spells if something else is needed. Once again, thanks. And Nifft, the best way to end an adversarial situation is to give the DM a little satisfaction. We've been joking that the cleric should run up to things the fighter is engaged with, get backhanded, and then go "OH NO!" and run away screaming. :D [/QUOTE]
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