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*Pathfinder & Starfinder
new DM monster initiative tracking question
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<blockquote data-quote="Nullzone" data-source="post: 5407268" data-attributes="member: 97538"><p>I used to think this, and it's sometimes possible especially in an early round if a striker singles himself out (rogues at my tables are notorious for this). You simply have to make the choice to restrain yourself from completely obliterating a single player (but still make them regret the decision to move away from the safety of the defender!). Ultimately this often makes for much more engaging encounters as you can actually use the conditional and triggered effects of your monsters properly instead of finding them focus fired down one by one before you can get them into range. Dropping a player isn't always a bad thing as it gets the PCs to think twice about which enemies are truly threatening to the party's health, as well as considering their tactical positioning as a whole.</p><p></p><p>Your healer should still have plenty of time to react to a bad situation, and smart players should be able to cover until he can get there; good use of marks, liberal secondary effects to improve player defenses or restore a little hp, all these things help and players should learn to use them.</p><p></p><p>As always you have to play this by ear with your party, but I've come to really like the grouped initiative; it's faster and gives your players a challenge without feeling like they're being curbstomped.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5407268, member: 97538"] I used to think this, and it's sometimes possible especially in an early round if a striker singles himself out (rogues at my tables are notorious for this). You simply have to make the choice to restrain yourself from completely obliterating a single player (but still make them regret the decision to move away from the safety of the defender!). Ultimately this often makes for much more engaging encounters as you can actually use the conditional and triggered effects of your monsters properly instead of finding them focus fired down one by one before you can get them into range. Dropping a player isn't always a bad thing as it gets the PCs to think twice about which enemies are truly threatening to the party's health, as well as considering their tactical positioning as a whole. Your healer should still have plenty of time to react to a bad situation, and smart players should be able to cover until he can get there; good use of marks, liberal secondary effects to improve player defenses or restore a little hp, all these things help and players should learn to use them. As always you have to play this by ear with your party, but I've come to really like the grouped initiative; it's faster and gives your players a challenge without feeling like they're being curbstomped. [/QUOTE]
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