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Troubles with players.
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<blockquote data-quote="Obryn" data-source="post: 5074581" data-attributes="member: 11821"><p>It sounds like you have some abusive players, sadly. And you're letting them do it. They will keep doing it until you put your foot down. You run the game, but you're also a player. If you are not having fun, tweak the game until both you and your players are.</p><p></p><p></p><p>The best way to fix this is not to give them the opportunity. They can't take an extended rest if you don't let them. Have wandering groups of monsters disrupt them.</p><p></p><p>Alternately, implement the "Tweet Rule" and require 2 milestones (4 encounters) before an extended rest. It's what I do, informally - I make exceptions at major plot points.</p><p></p><p>If neither of these work, throw Level + 3 or higher encounters against them every time. Otherwise, you'll never challenge them.</p><p></p><p></p><p>If you allow it, this will slow down their exploration, at best. I, personally, wouldn't allow it - this amounts to excessive paranoia and combat-readiness at every single moment. Also, as a general rule, I don't allow true combat actions out of combat - no readied actions or anything of that nature. They can take Total Defense once the dice hit the table. Total defense doesn't mean anything if you don't have any idea what you're defending against.</p><p></p><p></p><p>(1) Astral Seal only heals the <strong>first </strong>ally who hits before the end of your next turn. The whole party doesn't get to use it.</p><p></p><p>(2) Bull Rush isn't the best way to hit, once you get to higher levels. It's a Strength vs. Fortitude attack, and they don't get any magic item or weapon proficiency bonuses. Let them - they'll do better with a real attack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Given the daily magic item use limitations, I'm not sure what the point of this would be. Remember that players can only use 1 magic item daily power per milestone at Heroic, 2 at Paragon, and 3 at Epic. This resets on an extended rest. Also, only one character can use a given item's Daily power per day. Enforce these rules, and this issue disappears.</p><p></p><p>Also, what happens to the departing player's PC? Make the character stick around if it's becoming abusive! Someone else would have to run them, alongside their own character.</p><p></p><p></p><p>Not for quite some time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 5074581, member: 11821"] It sounds like you have some abusive players, sadly. And you're letting them do it. They will keep doing it until you put your foot down. You run the game, but you're also a player. If you are not having fun, tweak the game until both you and your players are. The best way to fix this is not to give them the opportunity. They can't take an extended rest if you don't let them. Have wandering groups of monsters disrupt them. Alternately, implement the "Tweet Rule" and require 2 milestones (4 encounters) before an extended rest. It's what I do, informally - I make exceptions at major plot points. If neither of these work, throw Level + 3 or higher encounters against them every time. Otherwise, you'll never challenge them. If you allow it, this will slow down their exploration, at best. I, personally, wouldn't allow it - this amounts to excessive paranoia and combat-readiness at every single moment. Also, as a general rule, I don't allow true combat actions out of combat - no readied actions or anything of that nature. They can take Total Defense once the dice hit the table. Total defense doesn't mean anything if you don't have any idea what you're defending against. (1) Astral Seal only heals the [B]first [/B]ally who hits before the end of your next turn. The whole party doesn't get to use it. (2) Bull Rush isn't the best way to hit, once you get to higher levels. It's a Strength vs. Fortitude attack, and they don't get any magic item or weapon proficiency bonuses. Let them - they'll do better with a real attack. :) Given the daily magic item use limitations, I'm not sure what the point of this would be. Remember that players can only use 1 magic item daily power per milestone at Heroic, 2 at Paragon, and 3 at Epic. This resets on an extended rest. Also, only one character can use a given item's Daily power per day. Enforce these rules, and this issue disappears. Also, what happens to the departing player's PC? Make the character stick around if it's becoming abusive! Someone else would have to run them, alongside their own character. Not for quite some time. :) -O [/QUOTE]
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