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Troubles with players.
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<blockquote data-quote="Amaroq" data-source="post: 5074605" data-attributes="member: 15470"><p>1. Resting - don't let your encounters be "static", just waiting for the PC's to get to them. Make your encounters "dynamic", mobile entities. Invading the BBEG's lair to recapture the McGuffin? Once you've made contact with the enemy, if you take an extended rest anywhere near it, he hits you with a counter-attack .. or simply flees the lair with the McGuffin. Whoops, opportunity to capture him lost.</p><p></p><p>The DM's in both of my current campaigns do a really good job of not <em>letting</em> the players rest - and making it the player's choice, based on environmental circumstances. There's something stronger than the party searching for/chasing the party .. there's a deadline pressure on the "goal" .. the BBEG with the McGuffin is getting away .. Seriously, both campaigns have had players run out of healing surges before finding a place safe enough to take an extended rest, and the players knew that taking an extended rest anywhere short of an actual safe location was asking for an unbalanced encounter whose intent was a TPK.</p><p></p><p>2. "Total defense" is a combat action. You can't just walk around in "total defense" all the time. </p><p></p><p>3. Why does the last enemy put up with this behavior? Have them run away. Or drink a healing potion. Or recharge a vicious power. Or give a healing potion to the nastiest monster fallen on the field, assuming nobody has coup-de-grace'd him. Perhaps solve 3. and 1. by escaping (double run action) and calling for help. Beyond that, you're well within your rights to nerf or otherwise nuke a power that's getting abused, and even to remove a magic item which is getting abused.</p><p></p><p>4. How does the group explain it when a player leaves a session early? Rule your solution into that explanation. Soul-bound works for me .. but heck, so does, "Okay, session over". </p><p></p><p>How about "So, you're going to give up your armor and ...?" ... I mean, if the guy is just sitting there out of sight of the party, attack him with a solo encounter. When he comes back next session, make him fight the solo encounter <em>without the magic items he gave up.</em> </p><p></p><p>Btw, I don't think there's a problem if the guy carrying the Bag of Holding that has all their odd equipment hands it off to somebody who is still playing ... but it <strong>is</strong> a problem if they're optimizing distribution of armor, weapons, neck slot items, etc.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5074605, member: 15470"] 1. Resting - don't let your encounters be "static", just waiting for the PC's to get to them. Make your encounters "dynamic", mobile entities. Invading the BBEG's lair to recapture the McGuffin? Once you've made contact with the enemy, if you take an extended rest anywhere near it, he hits you with a counter-attack .. or simply flees the lair with the McGuffin. Whoops, opportunity to capture him lost. The DM's in both of my current campaigns do a really good job of not [i]letting[/i] the players rest - and making it the player's choice, based on environmental circumstances. There's something stronger than the party searching for/chasing the party .. there's a deadline pressure on the "goal" .. the BBEG with the McGuffin is getting away .. Seriously, both campaigns have had players run out of healing surges before finding a place safe enough to take an extended rest, and the players knew that taking an extended rest anywhere short of an actual safe location was asking for an unbalanced encounter whose intent was a TPK. 2. "Total defense" is a combat action. You can't just walk around in "total defense" all the time. 3. Why does the last enemy put up with this behavior? Have them run away. Or drink a healing potion. Or recharge a vicious power. Or give a healing potion to the nastiest monster fallen on the field, assuming nobody has coup-de-grace'd him. Perhaps solve 3. and 1. by escaping (double run action) and calling for help. Beyond that, you're well within your rights to nerf or otherwise nuke a power that's getting abused, and even to remove a magic item which is getting abused. 4. How does the group explain it when a player leaves a session early? Rule your solution into that explanation. Soul-bound works for me .. but heck, so does, "Okay, session over". How about "So, you're going to give up your armor and ...?" ... I mean, if the guy is just sitting there out of sight of the party, attack him with a solo encounter. When he comes back next session, make him fight the solo encounter [I]without the magic items he gave up.[/i] Btw, I don't think there's a problem if the guy carrying the Bag of Holding that has all their odd equipment hands it off to somebody who is still playing ... but it [b]is[/b] a problem if they're optimizing distribution of armor, weapons, neck slot items, etc. [/QUOTE]
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