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<blockquote data-quote="Negative Zero" data-source="post: 178750" data-attributes="member: 3794"><p>i absolutely agree with the people who've commented on the percieved problem of having PCs good at stuff. i've noticed, on these boards, what seems a tendacy for DMs to deliberately go out of their way to <em>try</em> to "get" their players. and i really don't get this.</p><p></p><p>at first, i assumed that it was meant in jest, but i'm not really sure anymore. i always thought the role of the DM was to create an enjoyable story <em>FOR</em> her players. if your player are good at something, it's your job to create situations that challenge them and allow them to shine. not to gripe and try to figure out how to punish them for it!</p><p></p><p>hide and move silently, will always be opposed rolls, so you don't really need to worry about static DCs. they will continue to scale as the characters become more powerful and face more powerful enemies.</p><p></p><p>as for the notion of playing NPCs more intelligently, i absolutely agree ... to a point. just coz the DM running them has an 18 intellignce and 50 ranks in Knowledge: Player Tactics, doesn't mean that the guy running the smuggling ring is a genius. NPCs should be played to their own stats. make sense motive rolls for them before you let them react to something you know the player is going to do; intelligence checks to see if they'd remember to/think of a particularly nasty/creative idea.</p><p></p><p>the same should of course go for helpful/friendly NPCs. just coz the DMs running them, it doesn't mean that a friendly NPC can't come up with a good idea, or make good tactical decisions. (of course this shouldn't be done all the time.) by the same token, they should still make mistakes as well. both friendly and enemy NPCs.</p><p></p><p>let's not forget that this game is supposed to be the PC's story. not "How I Killed My Group This Time." ... but i digress. but before i quit while i'm behind, Furn_Darkside, how may time have your PCs fought dragons? do they really think that they can tumble by it with condifence? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>~NegZ</p></blockquote><p></p>
[QUOTE="Negative Zero, post: 178750, member: 3794"] i absolutely agree with the people who've commented on the percieved problem of having PCs good at stuff. i've noticed, on these boards, what seems a tendacy for DMs to deliberately go out of their way to [I]try[/I] to "get" their players. and i really don't get this. at first, i assumed that it was meant in jest, but i'm not really sure anymore. i always thought the role of the DM was to create an enjoyable story [I]FOR[/I] her players. if your player are good at something, it's your job to create situations that challenge them and allow them to shine. not to gripe and try to figure out how to punish them for it! hide and move silently, will always be opposed rolls, so you don't really need to worry about static DCs. they will continue to scale as the characters become more powerful and face more powerful enemies. as for the notion of playing NPCs more intelligently, i absolutely agree ... to a point. just coz the DM running them has an 18 intellignce and 50 ranks in Knowledge: Player Tactics, doesn't mean that the guy running the smuggling ring is a genius. NPCs should be played to their own stats. make sense motive rolls for them before you let them react to something you know the player is going to do; intelligence checks to see if they'd remember to/think of a particularly nasty/creative idea. the same should of course go for helpful/friendly NPCs. just coz the DMs running them, it doesn't mean that a friendly NPC can't come up with a good idea, or make good tactical decisions. (of course this shouldn't be done all the time.) by the same token, they should still make mistakes as well. both friendly and enemy NPCs. let's not forget that this game is supposed to be the PC's story. not "How I Killed My Group This Time." ... but i digress. but before i quit while i'm behind, Furn_Darkside, how may time have your PCs fought dragons? do they really think that they can tumble by it with condifence? :) ~NegZ [/QUOTE]
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