Interesting stuff.
Well, you have to remember that adventure path play is very common. And in an adventure path, even if you die, is there any real risk? You make a new character and keep going through the adventure. The only real risk is to story continuity.I guess I'm the only one who remembers the days when it was explicitly called out that the DM is a referee--someone who is impartial and fair, and does not change the outcome to either help or harm the players. In fact, the DM was originally called a referee before DM came about. It's not my job as the DM to keep a PC alive. That's the players' job.
And I still hold to my belief that if there is no real risk and the outcome is pretty much predetermined, why play at all? Doesn't matter if you have 5 HP or 5000 HP if you never have to worry about losing all of them. It's just an illusion of risk that isn't really there, and I'd find that terribly boring.
"There is no victory at bargain basement prices." Dwight David Eisenhower
OK, so you're calling me stupid, as I did it. Because it was a completely naturally way to run it in the circumstances. I then had a conversation with Mike Mearls about it, and he said it was intentionally and expected it would happen in dungeons with some frequency. So I disagree, and please don't call me stupid for it. I suspect when you run into the right situation, you'll see it as well and understand why it makes complete sense.
Raid swarm attacks are realistic. If your societies main advantage is numbers, swarming a single foe to try and hit them (when they're hard to hit) and then flee back makes perfect sense. Indeed, this is the tactic most pack animals use in the surround and harass. I don't know why you think it's unrealistic and stupid, but it's not.
I guess I'm the only one who remembers the days when it was explicitly called out that the DM is a referee--someone who is impartial and fair, and does not change the outcome to either help or harm the players. In fact, the DM was originally called a referee before DM came about. It's not my job as the DM to keep a PC alive. That's the players' job.
And I still hold to my belief that if there is no real risk and the outcome is pretty much predetermined, why play at all? Doesn't matter if you have 5 HP or 5000 HP if you never have to worry about losing all of them. It's just an illusion of risk that isn't really there, and I'd find that terribly boring.
"There is no victory at bargain basement prices." Dwight David Eisenhower
There is definitely a chance your character dies but the game is rigged for that to be the lesser chance and as the DM I'm supposed to play into that fact not get pissed when the players always succeed.
I was slamming the tactic of running 20 goblins up one at a time to the fighter and then running back to avoid getting hit, as opposed to an actual "swarm" wherein 8 or more goblins all run up and surround the guy all at once.
And frankly, I don't give a rat's ass if Mike said it was intentional for the rules to work that way. Lots of rules get written that I think are stupid. And thus... I change them or ignore them. If other people are happy to run them that way, then great! More power to them! If you like the idea of a line of goblins all running up one at a time in a big circle to bonk the fighter on the head and then run back to safety... have a grand old time! But I'm also not going to pretend like I think what you're doing is in any way something I'd ever want to run in my game, because even just visualizing it makes my eyeballs twitch.
And as far as the actual tactics of pack animals and such... that'd be all well and good if real life combat actually mimicked the D&D rules. But they don't. Which is why we get a situation where the fighter (without this Tunnel Fighter style) only gets to whallop the first guy while the next 19 get to move up and then move back with no consequence because he only has one "Opportunity Attack". Wheras in "real life" that fighter would be whacking probably at least half of them as they ran up and then ran back.
Especially considering there's not a single goblin at the very least staying up in the fighter's grill to draw the focus of the fighter away from the other 19 while they were doing it.
So no... I've read enough of your posts to know you are not a stupid person, Mistwell, and am not calling you stupid. I just think one of the tactics you use as a DM is.But then again... if you saw how I run my games, I'm fairly sure you'd find dozens of things I do that you'd think the same thing about. So we're both on equal footing here.
Who gets mad when the players succeed? You seem to making some assumptions here. Not making sure PCs always succeed =/= actively against them or a reason to get mad when they succeed. This is an equally bad of an assumption as the earlier one where you said if PCs die that means the DM messed up.
As a DM, I'm impartial. I'm neither against or for the PCs. I don't cater to them and make sure they always win, nor do I get upset when they beat encounters, nor do I get happy when they lose to an encounter. On the contrary, I actually get quite pleased to see them overcome challenges in creative ways.
Yes and no - you're a referee meant to resolve rules ambiguities and manage the NPCs, but you also set the table by deciding on the monsters, etc... If a first level party runs into 8 beholders, you're not going to be able to argue you were impartial - you were a PC killer that stacked the deck against them.I guess I'm the only one who remembers the days when it was explicitly called out that the DM is a referee--someone who is impartial and fair, and does not change the outcome to either help or harm the players...
Yes and no - you're a referee meant to resolve rules ambiguities and manage the NPCs, but you also set the table by deciding on the monsters, etc... If a first level party runs into 8 beholders, you're not going to be able to argue you were impartial - you were a PC killer that stacked the deck against them. .