Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Musings on Sunday's session
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Klaus" data-source="post: 1373079" data-attributes="member: 607"><p>Here are some of the things I try to do to avoid these game downers (and there's nothing I hate like a game downer):</p><p></p><p>- NPCs healing in mid-combat: Unless it's a "heal" spell, at most it buys the NPC a couple more rounds, so my NPCs tend to favor inflicting damage and/or incapacitating PCs to get a breather.</p><p></p><p>- Super-Defense: I try to convey to the PCs _why_ the attack failed. If it's Spell Resistance, I describe to the casting PC that he/she feels an almost tangible barrier protecting the creature, like pressing your finger upon armored skin. _Then_ I ask for the caster level check. If the PC in question has a reasonably good chance at beating the SR, I say that the spell _almost_ breached the defenses before collapsing, so the PC feels encouraged to try again. Ditto for Damage Reduction.</p><p></p><p>- Teleporting foes: This can be a MAJOR bummer, and it's one of the reasons I liked the "Squaring the Circle" adventure in the Planescape: Hellbound boxed set, where you can play an active part in stripping the fiends of their teleporting powers. Here are two suggestions on that:</p><p></p><p>1) Bring back Dimensional Anchor. Drawing sigils on the ground to trap demons is a staple in fantastic literature.</p><p></p><p>2) Track the Teleporter. Teleports and Dimension Doors (and pretty much all dimensional travel) leave behind residue energies from the spell that linked two different places for a short time. With a successful Spellcraft check (say 20+spell level+foe's Int modifier+2 for every round after the teleport) a spellcaster can figure out just where the enemy went (in broad terms), and a specially tailored teleport of the same level or higher, if cast on the same spot (within 1 minute of the enemy's teleport), can take the caster (and friends) to the general vicinity of their enemy.</p></blockquote><p></p>
[QUOTE="Klaus, post: 1373079, member: 607"] Here are some of the things I try to do to avoid these game downers (and there's nothing I hate like a game downer): - NPCs healing in mid-combat: Unless it's a "heal" spell, at most it buys the NPC a couple more rounds, so my NPCs tend to favor inflicting damage and/or incapacitating PCs to get a breather. - Super-Defense: I try to convey to the PCs _why_ the attack failed. If it's Spell Resistance, I describe to the casting PC that he/she feels an almost tangible barrier protecting the creature, like pressing your finger upon armored skin. _Then_ I ask for the caster level check. If the PC in question has a reasonably good chance at beating the SR, I say that the spell _almost_ breached the defenses before collapsing, so the PC feels encouraged to try again. Ditto for Damage Reduction. - Teleporting foes: This can be a MAJOR bummer, and it's one of the reasons I liked the "Squaring the Circle" adventure in the Planescape: Hellbound boxed set, where you can play an active part in stripping the fiends of their teleporting powers. Here are two suggestions on that: 1) Bring back Dimensional Anchor. Drawing sigils on the ground to trap demons is a staple in fantastic literature. 2) Track the Teleporter. Teleports and Dimension Doors (and pretty much all dimensional travel) leave behind residue energies from the spell that linked two different places for a short time. With a successful Spellcraft check (say 20+spell level+foe's Int modifier+2 for every round after the teleport) a spellcaster can figure out just where the enemy went (in broad terms), and a specially tailored teleport of the same level or higher, if cast on the same spot (within 1 minute of the enemy's teleport), can take the caster (and friends) to the general vicinity of their enemy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Musings on Sunday's session
Top