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Staple Spells Used against Genre Conventions
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<blockquote data-quote="der_kluge" data-source="post: 1924200" data-attributes="member: 945"><p>I'm going to go out on a limb here and say that what Jody's real problem is is a lack of strong tactics against his PCs. I had this problem. I'l put together some wicked encounter, and then in about two rounds, 80% of my forces would be stunned, immobilized, or otherwise debilitated in some form or another that I couldn't do anything but continue through the process of combat to watch my carefully statted out creatures get butchered. </p><p></p><p>This happens.</p><p></p><p>I admit that I suck at tactics, and my players are way better than I was at running combat. </p><p></p><p>I think there are others solutions to your problem other than implementing arbitrary groundrules for combat:</p><p>a) get better with tactics. Admittedly hard, and if you aren't a big wargamer like I am not, this may not be achievable, since you might have players that will always be able to run circles around you</p><p>b) find your characters' weaknesses and exploit them. A little easier, but may be hard to do if your players are particularly crafty. Do it too well, and you get a TPK on your hand.</p><p>c) make the characters understand that there are ramifications for their actions. They kill someone in a bar fight, that's murder in the second degree. There are laws against that in most places. So, bring the militia after them, and don't stop until the PC is apprehended or dead.</p><p>d) Try another rule system. D&D has a wealth of spell options (taking up nearly a half of the PHB). That's a lot of complexity to manage and understand. Moving to something simpler like HARP or Grim Tales might very well be an option for you that you might ought to consider.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1924200, member: 945"] I'm going to go out on a limb here and say that what Jody's real problem is is a lack of strong tactics against his PCs. I had this problem. I'l put together some wicked encounter, and then in about two rounds, 80% of my forces would be stunned, immobilized, or otherwise debilitated in some form or another that I couldn't do anything but continue through the process of combat to watch my carefully statted out creatures get butchered. This happens. I admit that I suck at tactics, and my players are way better than I was at running combat. I think there are others solutions to your problem other than implementing arbitrary groundrules for combat: a) get better with tactics. Admittedly hard, and if you aren't a big wargamer like I am not, this may not be achievable, since you might have players that will always be able to run circles around you b) find your characters' weaknesses and exploit them. A little easier, but may be hard to do if your players are particularly crafty. Do it too well, and you get a TPK on your hand. c) make the characters understand that there are ramifications for their actions. They kill someone in a bar fight, that's murder in the second degree. There are laws against that in most places. So, bring the militia after them, and don't stop until the PC is apprehended or dead. d) Try another rule system. D&D has a wealth of spell options (taking up nearly a half of the PHB). That's a lot of complexity to manage and understand. Moving to something simpler like HARP or Grim Tales might very well be an option for you that you might ought to consider. [/QUOTE]
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