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Party Nearly wipes. Did I handle this right?
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<blockquote data-quote="im_robertb" data-source="post: 4905866" data-attributes="member: 60909"><p>My thoughts:</p><p></p><p>-If XP motivating the players is a problem, remove it. I'm planning a game that meets once per week for 4 hours each session. I do not give out or track XP. Instead, the party levels up once every 3 sessions. </p><p>-I think you have one player who's into the RP, sane-acting side of things, and 2 players who don't come to play an RPG, they come to play a tactical boardgame. So, what's the solution? Consider sitting them down and discussing what they <strong>and you</strong> want out of the game. There's nothing wrong with playing D&D as a no-roleplay, cooperative tactical boardgame, so long as that's what everyone wants to do.</p><p>-A possible compromise would be to have them agree to RP one skill challenge per session (and let it be dice-intensive for the troublesome players), and then let them slash their way through the rest. </p><p>-The encounter was a level 9 solo + Jelia, the level 7(?) elite? Keep in mind that a level 9 solo is a hard encounter for <strong>five</strong> level 7 characters, and you only had 3. You should probably shy away from using higher-level solos with a smaller group. Also keep in mind (as someone said on these forums) that it's not the DM's job to have the monsters do the smart thing, all stand in the same room, and kill the PCs when they come; it's the DM's job to come up with believable reasons why they <strong>don't</strong>.</p><p></p><p>Also:</p><p>-Losing all your magic items, even as a level 7 character, <strong>significantly hampers your character's effectiveness</strong>. A level 7 character with no magic items vs. a normally equipped level 7 character will probably have <strong>-2 to attack rolls, damage, and defenses</strong>, in addition to having <strong>no</strong> magic item daily powers for extra oomph when needed.</p></blockquote><p></p>
[QUOTE="im_robertb, post: 4905866, member: 60909"] My thoughts: -If XP motivating the players is a problem, remove it. I'm planning a game that meets once per week for 4 hours each session. I do not give out or track XP. Instead, the party levels up once every 3 sessions. -I think you have one player who's into the RP, sane-acting side of things, and 2 players who don't come to play an RPG, they come to play a tactical boardgame. So, what's the solution? Consider sitting them down and discussing what they [B]and you[/B] want out of the game. There's nothing wrong with playing D&D as a no-roleplay, cooperative tactical boardgame, so long as that's what everyone wants to do. -A possible compromise would be to have them agree to RP one skill challenge per session (and let it be dice-intensive for the troublesome players), and then let them slash their way through the rest. -The encounter was a level 9 solo + Jelia, the level 7(?) elite? Keep in mind that a level 9 solo is a hard encounter for [B]five[/B] level 7 characters, and you only had 3. You should probably shy away from using higher-level solos with a smaller group. Also keep in mind (as someone said on these forums) that it's not the DM's job to have the monsters do the smart thing, all stand in the same room, and kill the PCs when they come; it's the DM's job to come up with believable reasons why they [B]don't[/B]. Also: -Losing all your magic items, even as a level 7 character, [B]significantly hampers your character's effectiveness[/B]. A level 7 character with no magic items vs. a normally equipped level 7 character will probably have [B]-2 to attack rolls, damage, and defenses[/B], in addition to having [B]no[/B] magic item daily powers for extra oomph when needed. [/QUOTE]
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