Oryan77
Adventurer
Wow, this has been one of the best threads I think I've ever had on Enworld. Every single reply you guys have written me has been really good stuff. I'm getting a lot of good advice here. Thanks!
. But I'm realizing they may be thinking I'm 'picking' on their character personally now. Maybe it's the fact that I am finding weaknesses and trying to exploit them (with no success); perhaps that comes off as me picking on them & being adversarial.
Other people here have said that I'm still accomplishing my task of using challenging encounters and my players say that also. I think the problem is that I like the strategic part of combat as much as the players, but my strategies fall short due to things like what happened with sunder. The only reason an encounter is challenging is due to good rolls on my part, bad rolls on their part, & straight out brute force on my end. Anytime I try to be creative and have NPC's perform tactics, I fail for whatever reason.
So it's not that I'm trying to be adversarial by exploiting weaknesses, it's that I'm bored of the same old boring encounter brute-force routine and I'm trying to have fun myself by coming up with ways that I can use tactics like being able to get off a few AoO's, flanks, covers, concealments, compulsions, sunders, disarms, terrain advantages, ect ect (like the players get to do). And these darn players always have some rule that I didn't know about, spell, or feat that makes it so I can't pull off my brilliant tactic
Maybe that is adversarial...but I'm doing it so I can have fun also, not to obliterate their characters.
It was a Kyton doing a sunder attempt with his chains. Magic items are rare in my campaign and they rarely encounter NPC's with even +1 weapons. That makes it pretty obvious that he's not wielding +2 chains so I was not worried about the players knowing that his chains aren't magical.
Instead, she gets scared for less time than it took for her to finish an action because a player finds the (errated) rule. Everyone smiles and she sighs and I'm left looking like an idiot and running another typical 'brute-force' encounter. It was still a fun encounter for everyone...I'm just failing at my attempts to make it more flavorful and fun for myself.
Exactly. That's a good idea that I might need to talk over with the group. Even if I completely screw up a ruling, at least during the game I would still get the enjoyment I was looking for and made the encounter as terrifying as I could. I'm always good at not wrongfully screwing players over. If I don't know the sunder rule exactly, then I'm not actually going to sunder the weapon even if I was legally able to. I'll just damage it bad so that I can get the rule right next time and it will be fair if I do sunder it later on. My motto is, if I'm using a pre-statted out NPC, I'm not going to insert specific abilities just so he can screw over the players more.Thornir Alekeg said:Maybe you need to change the tone of your games a little. Why are your players jumping for books to show you can't do something? That wasn't permitted in my games. If players wanted to argue or debate a rule, it was done after the game.
Disarming & tripping...yes, I gotta start doing that more often also. Like I said, I don't have a lot of time to preplan my tactics. So usually when I'm doing things like that it's a spurt of the moment idea. I tend not to sporatically give an NPC a feat or skill just so he won't receive an AoO for doing a tactic I just thought of. I've had DMs do that and it's annoying when NPCs always seem to be perfectly built & ready for every situation.Timmundo said:Just a note, it's often easier to disarm a pc than to sunder their weapon, and then the party has to recover it. (And why didn't your sunderer not have improved sunder?)
I think that is sort of how it is. The players come up with character builds that eliminate any downside affect they might receive for performing an action. So then I also look for ways to exploit their character build every so often so they don't feel invinsible (which is what they are shooting for when optimizing their PC's). I don't constantly exploit their weaknesses or else it would be lame, so don't jump on that point & criticize meKahuna Burger said:I'm not sure you have so much an issue with the rules as an issue with different expectations of the player/DM relationship. Your players seem to percieve you as an adversary,you want them to trust you enough to be loose with the rules and let them do the same.

Other people here have said that I'm still accomplishing my task of using challenging encounters and my players say that also. I think the problem is that I like the strategic part of combat as much as the players, but my strategies fall short due to things like what happened with sunder. The only reason an encounter is challenging is due to good rolls on my part, bad rolls on their part, & straight out brute force on my end. Anytime I try to be creative and have NPC's perform tactics, I fail for whatever reason.
So it's not that I'm trying to be adversarial by exploiting weaknesses, it's that I'm bored of the same old boring encounter brute-force routine and I'm trying to have fun myself by coming up with ways that I can use tactics like being able to get off a few AoO's, flanks, covers, concealments, compulsions, sunders, disarms, terrain advantages, ect ect (like the players get to do). And these darn players always have some rule that I didn't know about, spell, or feat that makes it so I can't pull off my brilliant tactic

Ya know, I understand gamers like to be critical on a DMs ability to DM, so all I can say to the comments that are targetting my DMing skills is that you'll just have to give me the benefit of the doubt that I'm not a complete goon.gizmo33 said:And if you're just going to turn over the equipment lists of your NPCs to the players when they encounter them, you're not using what you have. If you just wouldn't have blabed about what kind of weapon your NPC was using, you could have rolled dice behind your screen all night, cackled evilly, and no one would have been the wiser. You went ahead and (apparently) told the players all about your NPC's equipment before they earned the right to that information.
It was a Kyton doing a sunder attempt with his chains. Magic items are rare in my campaign and they rarely encounter NPC's with even +1 weapons. That makes it pretty obvious that he's not wielding +2 chains so I was not worried about the players knowing that his chains aren't magical.
Nope, I wasn't happy. It was a pale reaction. I was trying to get that player really involved in the scenario. It would have been more memorable to her if round after round she's nervously working with her teammates trying to play at the top of her game so her bow isn't destroyed. Then when they win the battle, they can high-five each other and talk about how she came close to losing something dear to her.First fear, then rejoice?! And your'e not happy? How much control do you want? You got what you wanted from what I can tell. Are some DMs never happy?
Instead, she gets scared for less time than it took for her to finish an action because a player finds the (errated) rule. Everyone smiles and she sighs and I'm left looking like an idiot and running another typical 'brute-force' encounter. It was still a fun encounter for everyone...I'm just failing at my attempts to make it more flavorful and fun for myself.