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This DM is regretting let PCs run wild.
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<blockquote data-quote="Dwimmerlied" data-source="post: 6139131" data-attributes="member: 6706967"><p>I've been in this situation before, and its likely most of us have; thinking something is really cool or a great addition to the game, and then seeing it unfold with horrific consequence as it did. Fortunately for me, my players were also new to the game at the time, so I could easily sway and control. Here's my analysis:</p><p></p><p>I'd second the main thrust of the thread so far; embrace the situation (perhaps simply by changing your attitude). One way to look at it; the encounter you said almost resulted in a TPK? That's not uncommon at all in "standard" games; challenging encounters present some risk of character death, and encounters even one or two CRs higher carry a significant risk, and TPKs become quite possible. This is the mechanic designed for the exciting game. If they are breezing through many encounters and are then faced with this "skin of the teeth" encounter you set for them, well I think there are strong parrallels in your more "standard" games also.</p><p></p><p>I'd say that your players need to up their game; you've (inadvertantly, admittedly) given them the chance to create the best characters that they could possibly dream of, and I'm almost certain they'd have all been thinking that their builds were going to be invincible. Is it an option to let them know this? I think you can tell them that for the game to continue to work for any amount of time, you plan to "take off the kid gloves", and suggest to them that if they want to keep their uber-characters, they need to learn to be very resourceful. I don't think that's adversarial at all.</p><p></p><p>As a (kind of) new DM, each session would probably leave you assessing things you could have done better or worse, even in the standard game, so no difference here (though there might be slightly more thinking and planning required). Don't worry if you put a creature in that was too hard, but make the time to fairly evaluate how that creature worked later. A TPK almost did happen, but was that inevitable? OK, so you didnt intend for it to be that deadly, but was it fun? Could you actually get away with doing it again? This will contribute to your experience and capability as a DM.</p><p></p><p>Edit; Also, welcome to the boards!</p></blockquote><p></p>
[QUOTE="Dwimmerlied, post: 6139131, member: 6706967"] I've been in this situation before, and its likely most of us have; thinking something is really cool or a great addition to the game, and then seeing it unfold with horrific consequence as it did. Fortunately for me, my players were also new to the game at the time, so I could easily sway and control. Here's my analysis: I'd second the main thrust of the thread so far; embrace the situation (perhaps simply by changing your attitude). One way to look at it; the encounter you said almost resulted in a TPK? That's not uncommon at all in "standard" games; challenging encounters present some risk of character death, and encounters even one or two CRs higher carry a significant risk, and TPKs become quite possible. This is the mechanic designed for the exciting game. If they are breezing through many encounters and are then faced with this "skin of the teeth" encounter you set for them, well I think there are strong parrallels in your more "standard" games also. I'd say that your players need to up their game; you've (inadvertantly, admittedly) given them the chance to create the best characters that they could possibly dream of, and I'm almost certain they'd have all been thinking that their builds were going to be invincible. Is it an option to let them know this? I think you can tell them that for the game to continue to work for any amount of time, you plan to "take off the kid gloves", and suggest to them that if they want to keep their uber-characters, they need to learn to be very resourceful. I don't think that's adversarial at all. As a (kind of) new DM, each session would probably leave you assessing things you could have done better or worse, even in the standard game, so no difference here (though there might be slightly more thinking and planning required). Don't worry if you put a creature in that was too hard, but make the time to fairly evaluate how that creature worked later. A TPK almost did happen, but was that inevitable? OK, so you didnt intend for it to be that deadly, but was it fun? Could you actually get away with doing it again? This will contribute to your experience and capability as a DM. Edit; Also, welcome to the boards! [/QUOTE]
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