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<blockquote data-quote="swrushing" data-source="post: 2719986" data-attributes="member: 14140"><p>I too think the basic issue is that at this level your challenges need to change. </p><p></p><p>1. More time driven stories which push the PCs to push on and not rest willy nilly.</p><p></p><p>2. more proactive adversaries who will exploit weaknesess and downtime to their advantage.</p><p></p><p>3. More challenges which necessitate use of higher level spells to even get in play. let teleport and scry and dimensional anchor et al become part of the "getting to the challenge" not answers to the challenge.</p><p></p><p>4. Adversaries in order to be challenging need more resources, especially magical ones. Just bigger beasts with more BAB and Ac and hit points do not cut it. magical protections and things that see invisible or reveal invisible like glitterdust or faeries fire are a must. BRUTES do not threaten mid level guys (at least, not without magic support.)</p><p></p><p>5. Equally sneaky adversaries who look for sneaky people and loners and take them one-on-one sound good. How good would this sorcerer be when a rogue with a silenced item and see invis closes to knife range? the adversaries are not ignorant of magic if they are to be credible.</p><p></p><p>As for frequent PC death, you gotta realize you have instituted a system which REWARDS getting lots of PCs killed. that seems a design error on your part. </p><p></p><p>If new PCs come in with standard gear at the same level or close, and the group gets to pile on the gear from fallen comrades, then you are REWARDING letting PCs die, if (as it seems to be) your guys don't care about their PCs. i mean at the face of it, given the choice between using our cure potions on sammy (assumeing we are about to leave) and letting sammy die, taking his stuff and getting a new "sammy" with MORE GEAR... the "by the numbers" player has no difficulty. I am not normally inclined to pnish "accidental death" but acceptance of these losses again and again moves beyond "accidental" and into "culpable." i might suggest smething drastic like "start new guy 3 levels down and with half normal gear for that level" for any character you are not convinced was unavoidably lost.</p><p></p><p></p><p>Honestly, this wouldn't be an issue in my games 'cuz my players tend to care about their guys and after at most a couple rounds of this they would start not going along with the "you die, so i get rich" plans.</p><p></p><p>One other thing to keep in mind is casting spells is loud and easily noticeable. </p><p></p><p>But remember, its your JOb to run challenging scenarios and stories, not to just continue throwing inadequate "simulations" at them. So, if you script a good story which also happens to throw this guy off his preset gameplan, thats cool, not "cheating", not "going after him" just "challenging him".</p><p></p><p>you are not in competition with them. </p><p>You don't "win" if they die or "lose" if they win. </p><p>So "be mean" in a "fun" way.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2719986, member: 14140"] I too think the basic issue is that at this level your challenges need to change. 1. More time driven stories which push the PCs to push on and not rest willy nilly. 2. more proactive adversaries who will exploit weaknesess and downtime to their advantage. 3. More challenges which necessitate use of higher level spells to even get in play. let teleport and scry and dimensional anchor et al become part of the "getting to the challenge" not answers to the challenge. 4. Adversaries in order to be challenging need more resources, especially magical ones. Just bigger beasts with more BAB and Ac and hit points do not cut it. magical protections and things that see invisible or reveal invisible like glitterdust or faeries fire are a must. BRUTES do not threaten mid level guys (at least, not without magic support.) 5. Equally sneaky adversaries who look for sneaky people and loners and take them one-on-one sound good. How good would this sorcerer be when a rogue with a silenced item and see invis closes to knife range? the adversaries are not ignorant of magic if they are to be credible. As for frequent PC death, you gotta realize you have instituted a system which REWARDS getting lots of PCs killed. that seems a design error on your part. If new PCs come in with standard gear at the same level or close, and the group gets to pile on the gear from fallen comrades, then you are REWARDING letting PCs die, if (as it seems to be) your guys don't care about their PCs. i mean at the face of it, given the choice between using our cure potions on sammy (assumeing we are about to leave) and letting sammy die, taking his stuff and getting a new "sammy" with MORE GEAR... the "by the numbers" player has no difficulty. I am not normally inclined to pnish "accidental death" but acceptance of these losses again and again moves beyond "accidental" and into "culpable." i might suggest smething drastic like "start new guy 3 levels down and with half normal gear for that level" for any character you are not convinced was unavoidably lost. Honestly, this wouldn't be an issue in my games 'cuz my players tend to care about their guys and after at most a couple rounds of this they would start not going along with the "you die, so i get rich" plans. One other thing to keep in mind is casting spells is loud and easily noticeable. But remember, its your JOb to run challenging scenarios and stories, not to just continue throwing inadequate "simulations" at them. So, if you script a good story which also happens to throw this guy off his preset gameplan, thats cool, not "cheating", not "going after him" just "challenging him". you are not in competition with them. You don't "win" if they die or "lose" if they win. So "be mean" in a "fun" way. [/QUOTE]
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