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Ranged party member keeps running off the map
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<blockquote data-quote="CapnZapp" data-source="post: 7105941" data-attributes="member: 12731"><p>Serious reply: </p><p></p><p>I understand your concern, but remember: one less party member means the rest will have to soak all the incoming damage without the benefit of the gunsmith's AC or HP.</p><p></p><p>The other players should quickly realize this. If they're complete newbies, have a NPC point it out next time they fight where there are witnesses.</p><p></p><p>After that you just wait. The other players should start demanding the gunsmith do their part in defense and not just offense, or maybe he shouldn't get a full share of the loot... or even be booted from the party.</p><p></p><p>But that's not all - equally important is talking to the player. </p><p></p><p>If you realize he's just doing this because he's new and doesn't realize teamwork includes defense as well as offense, he should learn soon enough per the above. At the other end of the scale, if the player is more experienced, and should have known better; maybe he's only interested in his own personal power trip, you'll have to be blunt: that's not how you want him to act, and ultimately change behavior (maybe roll up a melee fighter?) or leave the game.</p><p></p><p>What I don't recommend is the indirect (even passive-agressive) method of popping random monsters or something else in game: this is an out-of-game issue that needs an out-of-game solution.</p><p></p><p>By that I mean that in the context of the game, his actions are perfectly reasonable. So don't punish perfectly reasonable actions with random monsters. In game, the only recourse is for the rest of the party to ask the gunsmith to be there for monsters to beat on, since this means less risk somebody else will die. Safety in numbers and all that.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7105941, member: 12731"] Serious reply: I understand your concern, but remember: one less party member means the rest will have to soak all the incoming damage without the benefit of the gunsmith's AC or HP. The other players should quickly realize this. If they're complete newbies, have a NPC point it out next time they fight where there are witnesses. After that you just wait. The other players should start demanding the gunsmith do their part in defense and not just offense, or maybe he shouldn't get a full share of the loot... or even be booted from the party. But that's not all - equally important is talking to the player. If you realize he's just doing this because he's new and doesn't realize teamwork includes defense as well as offense, he should learn soon enough per the above. At the other end of the scale, if the player is more experienced, and should have known better; maybe he's only interested in his own personal power trip, you'll have to be blunt: that's not how you want him to act, and ultimately change behavior (maybe roll up a melee fighter?) or leave the game. What I don't recommend is the indirect (even passive-agressive) method of popping random monsters or something else in game: this is an out-of-game issue that needs an out-of-game solution. By that I mean that in the context of the game, his actions are perfectly reasonable. So don't punish perfectly reasonable actions with random monsters. In game, the only recourse is for the rest of the party to ask the gunsmith to be there for monsters to beat on, since this means less risk somebody else will die. Safety in numbers and all that. [/QUOTE]
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