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RPG Evolution: Oh No, Everyone's Here!
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<blockquote data-quote="talien" data-source="post: 8821162" data-attributes="member: 3285"><p>Having six players alone wasn't the issue alone, it was the combination of who showed up. We very rarely get the hexblade and rogue together in the same game. They had leveled up since we played last, and I hadn't experienced their powers combined. Also, they frankly didn't trust each other for the longest time (for RP reasons), and they never worked together like this before -- their teamwork was a major turning point in their relationship. It was kind of awesome that it happened.</p><p></p><p>But to your point, managing hit points behind the scenes (as you'll recall, the "I add an extra sporebear" from my last article) was as much of a gut feeling as it is keeping the game fun. The party's tactics were excellent (they aren't always!) and the hexblade delivering the rogue right to the main bad guy was fantastic teamwork. Punishing that teamwork by ensuring their attack failed to take out the monster when it legitimately should have would (in my opinion) rob them of their on-the-spot planning.</p><p></p><p>In short, the bad guy felt like he deserved to lose, and I felt the players earned that quick win. It's just that we have to deal with the real life consequences of things ending early.</p></blockquote><p></p>
[QUOTE="talien, post: 8821162, member: 3285"] Having six players alone wasn't the issue alone, it was the combination of who showed up. We very rarely get the hexblade and rogue together in the same game. They had leveled up since we played last, and I hadn't experienced their powers combined. Also, they frankly didn't trust each other for the longest time (for RP reasons), and they never worked together like this before -- their teamwork was a major turning point in their relationship. It was kind of awesome that it happened. But to your point, managing hit points behind the scenes (as you'll recall, the "I add an extra sporebear" from my last article) was as much of a gut feeling as it is keeping the game fun. The party's tactics were excellent (they aren't always!) and the hexblade delivering the rogue right to the main bad guy was fantastic teamwork. Punishing that teamwork by ensuring their attack failed to take out the monster when it legitimately should have would (in my opinion) rob them of their on-the-spot planning. In short, the bad guy felt like he deserved to lose, and I felt the players earned that quick win. It's just that we have to deal with the real life consequences of things ending early. [/QUOTE]
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