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New Race Feats Appearing in D&D's 'Xanathar's Guide to Everything
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<blockquote data-quote="ClaytonCross" data-source="post: 7273799" data-attributes="member: 6880599"><p>You are not wrong. However, you do realize that the same thing happens if players use sub optimal characters and good tactics? or all decent characters but bad tactics? Just as a result of one player not making it one week but making it the next? What about all your players rolling really bad for a session then really good for another session? <strong>I am not saying that is not a thing GMs don't have to deal with. I am saying that is always a thing that GMs have to deal with</strong> on the basic premise of a game where characters level and develop new options and tactics, luck is involved, and attendance can vary do to real life pulling a player out once in a while. </p><p></p><p><strong>Blaming it on min/maxers is pointless</strong>. First, because its not there fault and secondly because its still there weather they are or not. It is one of the many challenges of being a GM, but as GM you have to deal with it. You make an encounter too easy then you have to justify some surprise reinforcements or maybe secretly add some hit points after the fact. You make an encounter too hard, you have some allies show up or shave some hit points off secretly. Their are other options of course just examples for moments of panic when you realize things are going bad or players are getting board because its too easy.</p><p></p><p>In my mind an ideal encounter, is one where you players have a chance at TPK but should win with a safe margin. There is however, no planning for bad player tactics and a string of unlucky rolls. The GM simply has to perform damage reduction. I believe player character death should be a real possibility for most fights but if a TPK looks imminent then I drew the line to close. One player character death could be bad roles or tactics on the players fault, and they can work to fix the issue. TPK is campaign killer the GM should fix and build a plan to escape. Also, not every battle has to be on the bring of death, sometimes you need to let players beat up their level 5 high school enemies now that they are level 15. <strong>Also, if you have a min/maxer and you thinks its too powerful... you seem to have forgotten that by definition they created there own kryptonite min.</strong> Your high charisma sorcerer with 8 inelegance might not do so well against an intellect devour the rest of the group could easily kill in a couple of turns.</p><p></p><p>One that note, a bit of levity to illustrate my point by anthers words:</p><p><a href="https://www.youtube.com/watch?v=HT9HgcufRQk" target="_blank">DM/GMs controlling character Death and TPK</a></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7273799, member: 6880599"] You are not wrong. However, you do realize that the same thing happens if players use sub optimal characters and good tactics? or all decent characters but bad tactics? Just as a result of one player not making it one week but making it the next? What about all your players rolling really bad for a session then really good for another session? [B]I am not saying that is not a thing GMs don't have to deal with. I am saying that is always a thing that GMs have to deal with[/B] on the basic premise of a game where characters level and develop new options and tactics, luck is involved, and attendance can vary do to real life pulling a player out once in a while. [B]Blaming it on min/maxers is pointless[/B]. First, because its not there fault and secondly because its still there weather they are or not. It is one of the many challenges of being a GM, but as GM you have to deal with it. You make an encounter too easy then you have to justify some surprise reinforcements or maybe secretly add some hit points after the fact. You make an encounter too hard, you have some allies show up or shave some hit points off secretly. Their are other options of course just examples for moments of panic when you realize things are going bad or players are getting board because its too easy. In my mind an ideal encounter, is one where you players have a chance at TPK but should win with a safe margin. There is however, no planning for bad player tactics and a string of unlucky rolls. The GM simply has to perform damage reduction. I believe player character death should be a real possibility for most fights but if a TPK looks imminent then I drew the line to close. One player character death could be bad roles or tactics on the players fault, and they can work to fix the issue. TPK is campaign killer the GM should fix and build a plan to escape. Also, not every battle has to be on the bring of death, sometimes you need to let players beat up their level 5 high school enemies now that they are level 15. [B]Also, if you have a min/maxer and you thinks its too powerful... you seem to have forgotten that by definition they created there own kryptonite min.[/B] Your high charisma sorcerer with 8 inelegance might not do so well against an intellect devour the rest of the group could easily kill in a couple of turns. One that note, a bit of levity to illustrate my point by anthers words: [URL="https://www.youtube.com/watch?v=HT9HgcufRQk"]DM/GMs controlling character Death and TPK[/URL] [/QUOTE]
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