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<blockquote data-quote="gamerprinter" data-source="post: 5794366" data-attributes="member: 50895"><p>There are plenty of suboptimal decisions that don't involve min/maxing - like poorly chosen spells, bloodlines, feats, or a combination of abilities that don't synergize well.</p><p> </p><p>My players put their highest stat roll on whatever stat is best for their characters goals, but we roll all our stats, we don't use point-buy. Then add racial modifiers (most play human). We don't let players lower stats to increase others - min/maxing can't occur the way we roll up characters.</p><p> </p><p></p><p> </p><p>I don't need to enforce the pacing, as said, when a new player joins who tries to go 'nova' with his spells. He learns not to do this, as it usually results in dead wizards. Do it once, and the point is made, no ongoing pace enforcement is required. While I do sling 3-4 encounters per day is typical for our game, it's not locked in stone. Every once in a while a huge battle makes for a single encounter in one session, but this happens only once in a while, nothing that the players can rely upon to determine a different pace of play.</p><p> </p><p></p><p> </p><p>Despite not min/maxing, nor using up all their resources in single encounters, my players do play smart, otherwise TPK may be the result, and the group has encountered a TPK, once in the last 10 years of play. Characters do die from time to time, but TPK almost never happens in our game.</p><p> </p><p>As said, above, except for instances of curing a given caster's need to nova their spells, and the subsequent death that follows - I never purposely govern the pace. This is always in the players hands and they choose not to do the 15 minute adventure psychosis.</p><p> </p><p></p><p> </p><p>And yet, with no TPKs, the party made through Kingmaker no problem (a few PC deaths is all, in one encounter or another.)</p><p> </p><p>Our current group character list includes a sorcerer, a magus and a witch (all being casters), a cleric who keeps about half her spells as heal, while the rest are buff/debuff, a fighter, and a ranger. More casters in one group than we have normally - and they still don't nova their spells...</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5794366, member: 50895"] There are plenty of suboptimal decisions that don't involve min/maxing - like poorly chosen spells, bloodlines, feats, or a combination of abilities that don't synergize well. My players put their highest stat roll on whatever stat is best for their characters goals, but we roll all our stats, we don't use point-buy. Then add racial modifiers (most play human). We don't let players lower stats to increase others - min/maxing can't occur the way we roll up characters. I don't need to enforce the pacing, as said, when a new player joins who tries to go 'nova' with his spells. He learns not to do this, as it usually results in dead wizards. Do it once, and the point is made, no ongoing pace enforcement is required. While I do sling 3-4 encounters per day is typical for our game, it's not locked in stone. Every once in a while a huge battle makes for a single encounter in one session, but this happens only once in a while, nothing that the players can rely upon to determine a different pace of play. Despite not min/maxing, nor using up all their resources in single encounters, my players do play smart, otherwise TPK may be the result, and the group has encountered a TPK, once in the last 10 years of play. Characters do die from time to time, but TPK almost never happens in our game. As said, above, except for instances of curing a given caster's need to nova their spells, and the subsequent death that follows - I never purposely govern the pace. This is always in the players hands and they choose not to do the 15 minute adventure psychosis. And yet, with no TPKs, the party made through Kingmaker no problem (a few PC deaths is all, in one encounter or another.) Our current group character list includes a sorcerer, a magus and a witch (all being casters), a cleric who keeps about half her spells as heal, while the rest are buff/debuff, a fighter, and a ranger. More casters in one group than we have normally - and they still don't nova their spells... [/QUOTE]
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