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To Kill or Not to Kill
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<blockquote data-quote="Bendris Noulg" data-source="post: 1431496" data-attributes="member: 6398"><p>Argh, I hate that. Don't get me wrong, at lower levels (1-3), I might introduce a "iconic mentor" that fits this description, and he <em>might</em> help if the players get into a jam (more likely if <em>new</em> players that might need a little direction). However, if by 5th Level or so the players aren't able to "pull themselves out", than there is either a problem with the players (not seeing enough possible choices to fulfill an objective) or a balace issue (I made the encounters too powerful or complex), both of which would require some degree of fixing (because characters that are 5th Level or higher that are constantly being saved by NPCs can <em>only</em> result in upset players, and if they were saved once or twice before then, while <em>some</em> resentment might have formed earlier, it only reinforces the idea that the PCs have finally "come into their own", as the saying goes).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1431496, member: 6398"] Argh, I hate that. Don't get me wrong, at lower levels (1-3), I might introduce a "iconic mentor" that fits this description, and he [i]might[/i] help if the players get into a jam (more likely if [i]new[/i] players that might need a little direction). However, if by 5th Level or so the players aren't able to "pull themselves out", than there is either a problem with the players (not seeing enough possible choices to fulfill an objective) or a balace issue (I made the encounters too powerful or complex), both of which would require some degree of fixing (because characters that are 5th Level or higher that are constantly being saved by NPCs can [i]only[/i] result in upset players, and if they were saved once or twice before then, while [i]some[/i] resentment might have formed earlier, it only reinforces the idea that the PCs have finally "come into their own", as the saying goes). [/QUOTE]
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