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General Tabletop Discussion
*Pathfinder & Starfinder
Raising encounter limits on healing.
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<blockquote data-quote="Arlough" data-source="post: 5534219" data-attributes="member: 79335"><p>I have to agree that this would fall under the "No chance" category for my game. But I am going to have to take issue with the "exciting game" stance.</p><p>Being out of the game, for any reason, is not a fun thing for players. Defeat is not fun, and rolling death saving throws for any period of time is not fun.</p><p></p><p>From your description, I would say that there is indeed a problem of some sort going on in your game, and I would behoove you to seek out it's source.</p><p>It could be that your players are not very good at coordination, it could be that you are really good at tactics. Maybe you are creating situations where they cannot leverage their advantages as well as you NPC's can. Whatever it is, you need to find it and fix it.</p><p>Whether it is the players who are at fault here (they don't communicate or coordinate with each other) or you who are at fault (most monsters and NPCs are not smart enough to coordinate attacks the way you describe, so possibly you are being too clever) it is up to the DM to fix the problem because the DM is the host and entertainer.</p><p></p><p>Here's one thing I can suggest. If it has been a while since the last combat, have a quick warm up "practice fight" at the beginning of the session. This gets everybody adjusted for battle without them having to lose Daily Powers, Action points, etc. To the characters, the events in the game world are happening constantly, whereas to the players, the events are only happening for a few hours once a week (or whatever schedule you play on) with many other consuming things in the interim. If I just spent four days cramming for a test, and am now worrying about my grade, I am not going to be able to jump right back into the same focused state I was in last week when we had to quit just as we bloodied the Elder Black Dragon.</p><p></p><p>Additionally, when the players have a string of luck, it is cheers and jeers all around, but if the DM is having a string of luck, it can kill the mood at the table. So feel free to fudge some rolls if you are doing too well. Adjust the hp of a monster if he is wiping the floor with the players. Drop hints about the creature's weaknesses. Maybe even remind players to do a knowledge check to see what they know or can evaluate about the foe they face. Maybe even give out free action points if it seems they are in too much of a challenge.</p><p></p><p>However you go about it, though, you hold all the cards and therefore it is your job to make things fun. You have control over the entire game world and system. Anything you say as the DM goes, because you have all the power.</p><p>I won't quote Spider Man, but you get the gist.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5534219, member: 79335"] I have to agree that this would fall under the "No chance" category for my game. But I am going to have to take issue with the "exciting game" stance. Being out of the game, for any reason, is not a fun thing for players. Defeat is not fun, and rolling death saving throws for any period of time is not fun. From your description, I would say that there is indeed a problem of some sort going on in your game, and I would behoove you to seek out it's source. It could be that your players are not very good at coordination, it could be that you are really good at tactics. Maybe you are creating situations where they cannot leverage their advantages as well as you NPC's can. Whatever it is, you need to find it and fix it. Whether it is the players who are at fault here (they don't communicate or coordinate with each other) or you who are at fault (most monsters and NPCs are not smart enough to coordinate attacks the way you describe, so possibly you are being too clever) it is up to the DM to fix the problem because the DM is the host and entertainer. Here's one thing I can suggest. If it has been a while since the last combat, have a quick warm up "practice fight" at the beginning of the session. This gets everybody adjusted for battle without them having to lose Daily Powers, Action points, etc. To the characters, the events in the game world are happening constantly, whereas to the players, the events are only happening for a few hours once a week (or whatever schedule you play on) with many other consuming things in the interim. If I just spent four days cramming for a test, and am now worrying about my grade, I am not going to be able to jump right back into the same focused state I was in last week when we had to quit just as we bloodied the Elder Black Dragon. Additionally, when the players have a string of luck, it is cheers and jeers all around, but if the DM is having a string of luck, it can kill the mood at the table. So feel free to fudge some rolls if you are doing too well. Adjust the hp of a monster if he is wiping the floor with the players. Drop hints about the creature's weaknesses. Maybe even remind players to do a knowledge check to see what they know or can evaluate about the foe they face. Maybe even give out free action points if it seems they are in too much of a challenge. However you go about it, though, you hold all the cards and therefore it is your job to make things fun. You have control over the entire game world and system. Anything you say as the DM goes, because you have all the power. I won't quote Spider Man, but you get the gist. [/QUOTE]
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Raising encounter limits on healing.
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