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Stupid High Skill Checks and Saves
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<blockquote data-quote="Halivar" data-source="post: 3565486" data-attributes="member: 9327"><p>Disclaimer: OP is my DM, and I am a power-gaming offender. Ravilah, I figured it'd be okay to browse the thread because we'd had a discussion on managing power levels in the party a couple days ago. My comments here are not directed at you, but as a response to some of the topics discussed here.</p><p></p><p>As my contribution to the group discussion, I'll state that I, as a player, am not looking for a cakewalk. The problem of escalating PC-to-monster power levels is somewhat paradoxical. On the one hand, there must be a significant challenge; fighting with a handful of hit-points is where things are just starting to get really exciting. On the <strong>other</strong> hand, no player likes to feel useless. The perfect combination, from a player's perspective, is <em>extreme coolness</em> in a PC's ability and <em>extreme danger</em> in the encounters. In order to be a hero (in the literary epic sense), you need both great power and a great enough obstacle that you need every bit of it to prevail.</p><p></p><p>In response to some previous suggestions: to artificially "nerf" a PC to increase the relative danger of the encounter is probably the easiest solution, but removes a sense of heroism and greatness from the character (assuming a standard high fantasy heroes & monsters campaign). Conversely, to present an artificially weak encounter to pander to players' ego is also, ironically, pretty emasculating.</p><p></p><p>SO, assuming the goal is to present a challenging encounter suitable for power-gaming characters, I have a few thoughts from a player's perspective:</p><p></p><p>1) The monsters in the MM are not optimized the same way an NPC is. IMXP NPC's are <em>much</em> more challenging than MM entires because the DM is more at liberty to custom-craft it, <strong>and</strong> the possibility of meta-gaming the encounter is limited, if not eliminated. Another possibility is to roll for monster stats instead of taking the base-line 10 for everything. I don't know what the CR adjustment is for elite monsters, though.</p><p>2) If a group of creatures is too easy, adding more of the same creature to the fight is a more manageable way to escalate the encounter than adding higher-CR creatures. This also has the side benefit of allowing the PC's to strut their stuff against a horde (fun for players) while still slowly whittling away the PC's resources (challenging for players; convenient for DM). A too-high CR creature brought in to "manage" a party has an increased likelihood of killing someone outright in the first round (save-or-die monsters, I'm looking at you), and nothing is less heroic or more un-fun than dying during a surprise round (ah, fond memories of bodaks).</p><p>3) Party power-level management tools like level-drain and rust monsters are both infuriating (for players) and cliché. Using plot-points to remove equipment and powers from the players is fun and motivating ("I want my stuff back!"). They also give players a possible plot-hook to follow. Plots are good.</p><p>4) Did I mention NPC's?</p><p></p><p>Just my $0.02.</p></blockquote><p></p>
[QUOTE="Halivar, post: 3565486, member: 9327"] Disclaimer: OP is my DM, and I am a power-gaming offender. Ravilah, I figured it'd be okay to browse the thread because we'd had a discussion on managing power levels in the party a couple days ago. My comments here are not directed at you, but as a response to some of the topics discussed here. As my contribution to the group discussion, I'll state that I, as a player, am not looking for a cakewalk. The problem of escalating PC-to-monster power levels is somewhat paradoxical. On the one hand, there must be a significant challenge; fighting with a handful of hit-points is where things are just starting to get really exciting. On the [b]other[/b] hand, no player likes to feel useless. The perfect combination, from a player's perspective, is [i]extreme coolness[/i] in a PC's ability and [i]extreme danger[/i] in the encounters. In order to be a hero (in the literary epic sense), you need both great power and a great enough obstacle that you need every bit of it to prevail. In response to some previous suggestions: to artificially "nerf" a PC to increase the relative danger of the encounter is probably the easiest solution, but removes a sense of heroism and greatness from the character (assuming a standard high fantasy heroes & monsters campaign). Conversely, to present an artificially weak encounter to pander to players' ego is also, ironically, pretty emasculating. SO, assuming the goal is to present a challenging encounter suitable for power-gaming characters, I have a few thoughts from a player's perspective: 1) The monsters in the MM are not optimized the same way an NPC is. IMXP NPC's are [i]much[/i] more challenging than MM entires because the DM is more at liberty to custom-craft it, [b]and[/b] the possibility of meta-gaming the encounter is limited, if not eliminated. Another possibility is to roll for monster stats instead of taking the base-line 10 for everything. I don't know what the CR adjustment is for elite monsters, though. 2) If a group of creatures is too easy, adding more of the same creature to the fight is a more manageable way to escalate the encounter than adding higher-CR creatures. This also has the side benefit of allowing the PC's to strut their stuff against a horde (fun for players) while still slowly whittling away the PC's resources (challenging for players; convenient for DM). A too-high CR creature brought in to "manage" a party has an increased likelihood of killing someone outright in the first round (save-or-die monsters, I'm looking at you), and nothing is less heroic or more un-fun than dying during a surprise round (ah, fond memories of bodaks). 3) Party power-level management tools like level-drain and rust monsters are both infuriating (for players) and cliché. Using plot-points to remove equipment and powers from the players is fun and motivating ("I want my stuff back!"). They also give players a possible plot-hook to follow. Plots are good. 4) Did I mention NPC's? Just my $0.02. [/QUOTE]
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