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Two encounters at once: what would you do?
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<blockquote data-quote="Quickleaf" data-source="post: 6335923" data-attributes="member: 20323"><p>[MENTION=71281]cmbarona[/MENTION]</p><p>I've found that with DM advice, there's very rarely a "this works" answer, rather all answers tend to be "this works...for my group."</p><p></p><p>It sounds like this is a group of people (some may be new, others might already know each other) who have plenty of experience with 3.5e, maybe took a bit of a break from roleplaying, and have started off a brand new 1st level game in 4e, which they havent played before. They're adjusting to the group's dynamic and learning what their characters can do, as well as learning the rules and the DM's world.</p><p></p><p>Sure, you could have responded better than "No" to the cool idea from the wizard player to fuse the vault door hinges shut with <em>burning hands</em> (what if he expended a daily or a healing surge or two, in addition to the burning hands spell? what if it only heated the door and bought sometime? what if you required the wizard to concentrate for two rounds and make an Endurance check to avoid passing out from the strain of unleashing a continuous gout of flame?).</p><p></p><p>Sure, the players could have played smarter and communicated better, avoiding opening two doors at once doing some recon first, ensuring the rogue got sneak attack every rounds, and fleeing when they were in over their heads.</p><p></p><p>But in the heat of play mistakes were made. No big deal.</p><p></p><p>Next session, assuming the warlord doesn't pull a miracle out of his ass or surrender, I would be completely forthcoming with the group:</p><p></p><p><em>Your party has been defeated by the kobolds. So we're new to this edition and maybe our current group dynamic is different too. I noticed you guys opened two doors at once, didn't set up sneak attack for the rogue, and didn't flee once it was clear you were outmatched. For my part, I said "no" to wizard player's cool idea to fuse the vault door with burning hands, when there were much cooler "yes, but..." responses I could have given. Since this potential TPK occurred so early in our game and since I'm partly at fault for it, I am making an exception to my usual policy of "let the players get themselves killed". So I want to ask you all what you think should happen to your party? I'll go with whatever you agree on...TPK, getting captured by kobolds, whatever. It's up to you.</em></p><p></p><p>EDIT: I put together a 4e cheat sheet meant to help with improvising and lots of folk have given me good feedback on it. So maybe it will help you. <a href="http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet" target="_blank">http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet</a></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6335923, member: 20323"] [MENTION=71281]cmbarona[/MENTION] I've found that with DM advice, there's very rarely a "this works" answer, rather all answers tend to be "this works...for my group." It sounds like this is a group of people (some may be new, others might already know each other) who have plenty of experience with 3.5e, maybe took a bit of a break from roleplaying, and have started off a brand new 1st level game in 4e, which they havent played before. They're adjusting to the group's dynamic and learning what their characters can do, as well as learning the rules and the DM's world. Sure, you could have responded better than "No" to the cool idea from the wizard player to fuse the vault door hinges shut with [i]burning hands[/i] (what if he expended a daily or a healing surge or two, in addition to the burning hands spell? what if it only heated the door and bought sometime? what if you required the wizard to concentrate for two rounds and make an Endurance check to avoid passing out from the strain of unleashing a continuous gout of flame?). Sure, the players could have played smarter and communicated better, avoiding opening two doors at once doing some recon first, ensuring the rogue got sneak attack every rounds, and fleeing when they were in over their heads. But in the heat of play mistakes were made. No big deal. Next session, assuming the warlord doesn't pull a miracle out of his ass or surrender, I would be completely forthcoming with the group: [i]Your party has been defeated by the kobolds. So we're new to this edition and maybe our current group dynamic is different too. I noticed you guys opened two doors at once, didn't set up sneak attack for the rogue, and didn't flee once it was clear you were outmatched. For my part, I said "no" to wizard player's cool idea to fuse the vault door with burning hands, when there were much cooler "yes, but..." responses I could have given. Since this potential TPK occurred so early in our game and since I'm partly at fault for it, I am making an exception to my usual policy of "let the players get themselves killed". So I want to ask you all what you think should happen to your party? I'll go with whatever you agree on...TPK, getting captured by kobolds, whatever. It's up to you.[/i] EDIT: I put together a 4e cheat sheet meant to help with improvising and lots of folk have given me good feedback on it. So maybe it will help you. [url]http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet[/url] [/QUOTE]
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Two encounters at once: what would you do?
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