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Ranged party member keeps running off the map
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<blockquote data-quote="doctorbadwolf" data-source="post: 7106293" data-attributes="member: 6704184"><p>This confuses me. Why would the team be mad that the sniper is sniping? When I'm a player, if the DM had an NPC point out that the sniper doesn't seem to be taking much risk of getting hit by the enemy, I'd just say, "Yeah, and good thing, too. That's my job. His job is kill guys without me having to worry about needing to keep him safe." or something along those lines. Just like with a sneak that has ways of being hidden nearly all the time. Great. That means they also get advantage a lot, so their attacks land a lot, so the enemies go down faster. Sounds good. Either way, they are absolutely still contributing just as much to the team's success as they tankey fighter. </p><p></p><p>And then on the other end, you're telling OP not to "punish" the player with monsters, as if all the bad guys are just...what, always in a clump, even though the PC's aren't? How does that make sense? </p><p></p><p> [MENTION=6806492]randrak[/MENTION] Of course there will occasionally be threats to the sniper, in the form of :</p><p>flanking enemies</p><p></p><p>enemy snipers/spell-snipers</p><p></p><p>really fast/teleporting/flying enemies that the PC can't outrun easily to get out to sniper range</p><p></p><p>and obstacles to actually doing the thing, like;</p><p></p><p> terrain that makes it hard to get shots that far out without using whole rounds to get high ground</p><p></p><p>Indoor fights</p><p></p><p>Circumstances outside the fight which make it a bad idea to separate from the party, including a running clock. Having to catch back up with the party after the fight ends wastes time if there is some kind of reason they have to get somewhere fast. </p><p></p><p>None of those should be arbitrarily applied as punishment, they are just logical circumstances that should arise <em>sometimes.</em></p><p></p><p>Especially the enemies that have range, can run fast/teleport/fly. If you normally sometimes have waves of enemies, sometimes they should be encountered by a character that moves far away from the party. If not, I wouldn't really use that option. </p><p></p><p>In the end, determine why this is a problem for your table, figure out if you can adjust your approach to accommodate a pretty reasonable in-game and mechanical decision, and if not, talk to the player about it.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7106293, member: 6704184"] This confuses me. Why would the team be mad that the sniper is sniping? When I'm a player, if the DM had an NPC point out that the sniper doesn't seem to be taking much risk of getting hit by the enemy, I'd just say, "Yeah, and good thing, too. That's my job. His job is kill guys without me having to worry about needing to keep him safe." or something along those lines. Just like with a sneak that has ways of being hidden nearly all the time. Great. That means they also get advantage a lot, so their attacks land a lot, so the enemies go down faster. Sounds good. Either way, they are absolutely still contributing just as much to the team's success as they tankey fighter. And then on the other end, you're telling OP not to "punish" the player with monsters, as if all the bad guys are just...what, always in a clump, even though the PC's aren't? How does that make sense? [MENTION=6806492]randrak[/MENTION] Of course there will occasionally be threats to the sniper, in the form of : flanking enemies enemy snipers/spell-snipers really fast/teleporting/flying enemies that the PC can't outrun easily to get out to sniper range and obstacles to actually doing the thing, like; terrain that makes it hard to get shots that far out without using whole rounds to get high ground Indoor fights Circumstances outside the fight which make it a bad idea to separate from the party, including a running clock. Having to catch back up with the party after the fight ends wastes time if there is some kind of reason they have to get somewhere fast. None of those should be arbitrarily applied as punishment, they are just logical circumstances that should arise [I]sometimes.[/I] Especially the enemies that have range, can run fast/teleport/fly. If you normally sometimes have waves of enemies, sometimes they should be encountered by a character that moves far away from the party. If not, I wouldn't really use that option. In the end, determine why this is a problem for your table, figure out if you can adjust your approach to accommodate a pretty reasonable in-game and mechanical decision, and if not, talk to the player about it. [/QUOTE]
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