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<blockquote data-quote="Dausuul" data-source="post: 5681965" data-attributes="member: 58197"><p>*boggles*</p><p></p><p>...All I can say is, better you than me, dude. </p><p></p><p></p><p></p><p>If I were you, I'd let them beat up on weaker creatures a lot. Throw bazillions of weaker creatures at them at once, so they get to feel awesome and cool while still having to work a bit for their victories. Then you can pitch a tough scary fight their way every so often.</p><p></p><p>You'll probably want to avoid having too much serious combat in any case. Everything I've heard about high-level 3.X play indicates that the only way to make it work is to go heavy on the plot and light on the hack. My own (limited) experiences bear this out. Hack at those levels is just too crazy to sustain a lot of it.</p><p></p><p></p><p></p><p>This is one of those "players not even slightly on the same page as the DM" situations.</p><p></p><p>While I hesitate to analyze your group's dynamics based on a forum post, it does seem as if your players are much less into high-octane, death-or-glory adventuring than you are, and that's causing problems. Their desire to play super-high-level characters fighting lowbie foes may be because they're tired of fearing for their lives and see this as a way to avoid that. Meanwhile, you get bored with their "playing house" tendencies and want some blood and guts.</p><p></p><p>I think you really need to sit down with your players and work out where everybody's priorities are. You may be able to work out a compromise with enough adrenaline to satisfy you and enough low-key character stuff to satisfy them. You might also find them more amenable to your style of DMing if you stepped out of the DM chair and let someone else take the helm for a while before you start your next campaign.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5681965, member: 58197"] *boggles* ...All I can say is, better you than me, dude. If I were you, I'd let them beat up on weaker creatures a lot. Throw bazillions of weaker creatures at them at once, so they get to feel awesome and cool while still having to work a bit for their victories. Then you can pitch a tough scary fight their way every so often. You'll probably want to avoid having too much serious combat in any case. Everything I've heard about high-level 3.X play indicates that the only way to make it work is to go heavy on the plot and light on the hack. My own (limited) experiences bear this out. Hack at those levels is just too crazy to sustain a lot of it. This is one of those "players not even slightly on the same page as the DM" situations. While I hesitate to analyze your group's dynamics based on a forum post, it does seem as if your players are much less into high-octane, death-or-glory adventuring than you are, and that's causing problems. Their desire to play super-high-level characters fighting lowbie foes may be because they're tired of fearing for their lives and see this as a way to avoid that. Meanwhile, you get bored with their "playing house" tendencies and want some blood and guts. I think you really need to sit down with your players and work out where everybody's priorities are. You may be able to work out a compromise with enough adrenaline to satisfy you and enough low-key character stuff to satisfy them. You might also find them more amenable to your style of DMing if you stepped out of the DM chair and let someone else take the helm for a while before you start your next campaign. [/QUOTE]
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