Obergnom
First Post
Hi,
my current campaign is running great, but I think I can see my players have a bunch of problems. While the roleplaying part is great, the gaming aspect of D&D seems to overwhelm them.
We play D&D 3.5 together for 3 years know and I always knew about this problem, I just thought it would change when time goes by. That is obviously not the case
Examples: The campaign is somewhat like the old Queen of the Spiders Module (Informations can be found here: http://www.enworld.org/showthread.php?t=195632)
When the players fought against Skurver (A Hill Giant Wereboar, CR7, as I created weaker Hill Giants) Skurver killed the Ranger. Later they fought against Skurver and two more Hill Giants (They were ambushing those Giants. An encounter against a CR7 and two CR5 creatures, total EL=9 against 4 Level 7 characters) and the Goliath Fighter/Barbarian got killed in a single round, because the rest of the group let him fight alone in the front without anyone doing something that would prevent the giants from doing full attacks.
I planed the giants part of the campaign as something for the players to shine, as I thought the Underdark Encounters later on will be frustrating enough (Drow = Masters of Annoyance). The giants have awful reflex and will saves, which in my opinion is enough to dominate them in combat.
I myself tend to play the parties wizard when I am not Dming, doing the whole crowd control and “complicated” buff part (Buffs that do more than +4 Strenght). And thats exactly where their problem is:
Their whole battle tactic can be described as: Everyone do as much damage as possible every round or heal someone. If we do that we must either win, or we have bad luck or the encounter was unfair.
They know that. I told them. Still they changed nothing. Of course, every character in the group is build to fulfill their concept. Every feat (and spell) is used to do more damage or avoid being hit. The characters are not really able to fight with finesse. I shudder when I think of an encounter with a mind flayer and his troglodyte minions. They do not even have dispel magic and the goliaths will save is very low.
I really think my players would prefer a game where their tactic is a good way of winning. Where you do not need to think like you were playing a tactical board game to overcome the tougher challenges. I'm a tabletop wargamer, to me that part of the game is no problem. I like to do the “metagame analysis” to learn which tactics to employ against what kind of enemy. I also tend to build my characters to be able to cope with a lot of different situations. At the moment I use that knowledge to have my monsters behave in the least effective way. Thats kind of frustrating, and something I can do when using giants, but drow?
What do you think would be a good solution for my game? I do not see them investing time into learning advances tactics and complicated character builds, but without those, D&D as written in the level range of 6 and up seems to be very deadly. They would like the fighter to be able to stand for a certain amount of time, even under the onslaught of tougher enemies. And they would like the sorcerer to be able to actually kill things using his fireball.(You could also say, they simply like Weapon Spec more than Improved Trip and Fireball more than Web. Although the game often proves that the opposite is true)
And to be honest, I do like those more, too. They are just no good option when considering the game aspect of D&D. (Oh, and simply not using those tactics myself does not work. The giants were the tough dump ones.) As I said in the beginning, the campaign runs well, and the players are not frustrated, it is just that they never seem to be able to shine, because the try to do an arms race with the monsters, which does not work, as it seems.
my current campaign is running great, but I think I can see my players have a bunch of problems. While the roleplaying part is great, the gaming aspect of D&D seems to overwhelm them.
We play D&D 3.5 together for 3 years know and I always knew about this problem, I just thought it would change when time goes by. That is obviously not the case

Examples: The campaign is somewhat like the old Queen of the Spiders Module (Informations can be found here: http://www.enworld.org/showthread.php?t=195632)
When the players fought against Skurver (A Hill Giant Wereboar, CR7, as I created weaker Hill Giants) Skurver killed the Ranger. Later they fought against Skurver and two more Hill Giants (They were ambushing those Giants. An encounter against a CR7 and two CR5 creatures, total EL=9 against 4 Level 7 characters) and the Goliath Fighter/Barbarian got killed in a single round, because the rest of the group let him fight alone in the front without anyone doing something that would prevent the giants from doing full attacks.
I planed the giants part of the campaign as something for the players to shine, as I thought the Underdark Encounters later on will be frustrating enough (Drow = Masters of Annoyance). The giants have awful reflex and will saves, which in my opinion is enough to dominate them in combat.
I myself tend to play the parties wizard when I am not Dming, doing the whole crowd control and “complicated” buff part (Buffs that do more than +4 Strenght). And thats exactly where their problem is:
Their whole battle tactic can be described as: Everyone do as much damage as possible every round or heal someone. If we do that we must either win, or we have bad luck or the encounter was unfair.
They know that. I told them. Still they changed nothing. Of course, every character in the group is build to fulfill their concept. Every feat (and spell) is used to do more damage or avoid being hit. The characters are not really able to fight with finesse. I shudder when I think of an encounter with a mind flayer and his troglodyte minions. They do not even have dispel magic and the goliaths will save is very low.
I really think my players would prefer a game where their tactic is a good way of winning. Where you do not need to think like you were playing a tactical board game to overcome the tougher challenges. I'm a tabletop wargamer, to me that part of the game is no problem. I like to do the “metagame analysis” to learn which tactics to employ against what kind of enemy. I also tend to build my characters to be able to cope with a lot of different situations. At the moment I use that knowledge to have my monsters behave in the least effective way. Thats kind of frustrating, and something I can do when using giants, but drow?
What do you think would be a good solution for my game? I do not see them investing time into learning advances tactics and complicated character builds, but without those, D&D as written in the level range of 6 and up seems to be very deadly. They would like the fighter to be able to stand for a certain amount of time, even under the onslaught of tougher enemies. And they would like the sorcerer to be able to actually kill things using his fireball.(You could also say, they simply like Weapon Spec more than Improved Trip and Fireball more than Web. Although the game often proves that the opposite is true)
And to be honest, I do like those more, too. They are just no good option when considering the game aspect of D&D. (Oh, and simply not using those tactics myself does not work. The giants were the tough dump ones.) As I said in the beginning, the campaign runs well, and the players are not frustrated, it is just that they never seem to be able to shine, because the try to do an arms race with the monsters, which does not work, as it seems.