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Troubles with players.
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<blockquote data-quote="Seirun" data-source="post: 5074664" data-attributes="member: 84901"><p>Thanks for your answers. The problem is I say "yes" too much. I don't want to spoil the fun... But maybe I should draw a line somewhere.</p><p></p><p>@The leaving player - I just make the character disappear. It's not much RP, I know, but three of our five players sometimes have to leave a session without warning (work issues), so it's the easiest way. And before they leave (their characters disappear), they divide their items between the remaining characters. They do not give up their weapons (or amors), but the "utility" items, like amulet of protection.</p><p></p><p>@Resting - I know I can send harder monsters against them when they try to rest, but I don't want to kill them. Since I spent fair ammount of time preparing the adventure, I don't want to end it by killing the party.</p><p></p><p>@Astral Seal: They usually cut off any escape routes the last enemy could possibly take, fighter uses his mark and tadaaa, healing fest begins. At least they usually get bored after 3-4 heals...</p><p></p><p>@Total defense - Yes, it's listed in combat actions, but I can't find a rule that says I can't use combat action outside combat. I like Obryn's "<em>Total defense doesn't mean anything if you don't have any idea what you're defending against.</em>" I'll try to go with that.</p></blockquote><p></p>
[QUOTE="Seirun, post: 5074664, member: 84901"] Thanks for your answers. The problem is I say "yes" too much. I don't want to spoil the fun... But maybe I should draw a line somewhere. @The leaving player - I just make the character disappear. It's not much RP, I know, but three of our five players sometimes have to leave a session without warning (work issues), so it's the easiest way. And before they leave (their characters disappear), they divide their items between the remaining characters. They do not give up their weapons (or amors), but the "utility" items, like amulet of protection. @Resting - I know I can send harder monsters against them when they try to rest, but I don't want to kill them. Since I spent fair ammount of time preparing the adventure, I don't want to end it by killing the party. @Astral Seal: They usually cut off any escape routes the last enemy could possibly take, fighter uses his mark and tadaaa, healing fest begins. At least they usually get bored after 3-4 heals... @Total defense - Yes, it's listed in combat actions, but I can't find a rule that says I can't use combat action outside combat. I like Obryn's "[I]Total defense doesn't mean anything if you don't have any idea what you're defending against.[/I]" I'll try to go with that. [/QUOTE]
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