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<blockquote data-quote="FormerlyHemlock" data-source="post: 6877629" data-attributes="member: 6787650"><p>Reexamine tactics, and perhaps also reexamine your expectations. If you're not prepared to lose over and over again, you can't be a good DM. When the players do something awesome and completely trash something that (by the book) "should" be way out of their league, that's awesome! That's why you play D&D in the first place! I heartily approve of your players tying up the Chimera. That's smart and completely appropriate.</p><p></p><p>There are ways for a DM to be a complete killjoy and completely outplay the plyaers. As a DM, you're (probably?) the best player at the table, and you probably know the rules better than anyone, and if you really tried you could probably beat any of your players in a one on one PC vs. PC duel. But you shouldn't play that hard as DM. Or at least, you should only do this a small fraction of the time, when running highly motivated and intelligent opponents with a reason to want the PCs dead. The rest of the time, your job is to roleplay the monsters as what they are, which includes knowing what mistakes they should make and what it takes to make them cut and run (or go berserk/kamikaze if they can't run). If you're trying to "win", you are unfortunately doing it wrong. DMing a combat isn't a game between equals, like chess.</p><p></p><p><u>Let</u> them be awesome, much of the time.</p><p></p><p>And the other times, be a nasty killer DM whose goblins scatter caltrops and do hit-and-run from out of the darkness, whose dragons retreat just long enough for the party's short-term spell buffs to wear off and then return to snatch up a lone PC off the ground and kill him away from the others, whose ankhegs and umber hulks dig pits for PCs to fall in (remember, taking falling damage leaves you prone, giving advantage to any attackers within 5'), whose mariliths and balors exploit total cover, whose mind flayers go prone to avoid missile fire, whose skeleton archers spread out over an area so that the cleric's Turn Undead can only destroy a handful of them at a time, etc.</p><p></p><p>Try to make the players <em>feel</em> like you're a nasty killer DM <u>all</u> of the time, while actually only being a nasty killer DM once in a while.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6877629, member: 6787650"] Reexamine tactics, and perhaps also reexamine your expectations. If you're not prepared to lose over and over again, you can't be a good DM. When the players do something awesome and completely trash something that (by the book) "should" be way out of their league, that's awesome! That's why you play D&D in the first place! I heartily approve of your players tying up the Chimera. That's smart and completely appropriate. There are ways for a DM to be a complete killjoy and completely outplay the plyaers. As a DM, you're (probably?) the best player at the table, and you probably know the rules better than anyone, and if you really tried you could probably beat any of your players in a one on one PC vs. PC duel. But you shouldn't play that hard as DM. Or at least, you should only do this a small fraction of the time, when running highly motivated and intelligent opponents with a reason to want the PCs dead. The rest of the time, your job is to roleplay the monsters as what they are, which includes knowing what mistakes they should make and what it takes to make them cut and run (or go berserk/kamikaze if they can't run). If you're trying to "win", you are unfortunately doing it wrong. DMing a combat isn't a game between equals, like chess. [U]Let[/U] them be awesome, much of the time. And the other times, be a nasty killer DM whose goblins scatter caltrops and do hit-and-run from out of the darkness, whose dragons retreat just long enough for the party's short-term spell buffs to wear off and then return to snatch up a lone PC off the ground and kill him away from the others, whose ankhegs and umber hulks dig pits for PCs to fall in (remember, taking falling damage leaves you prone, giving advantage to any attackers within 5'), whose mariliths and balors exploit total cover, whose mind flayers go prone to avoid missile fire, whose skeleton archers spread out over an area so that the cleric's Turn Undead can only destroy a handful of them at a time, etc. Try to make the players [I]feel[/I] like you're a nasty killer DM [U]all[/U] of the time, while actually only being a nasty killer DM once in a while. [/QUOTE]
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