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When status effects annoy the players
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<blockquote data-quote="FireLance" data-source="post: 5157919" data-attributes="member: 3424"><p>Well, arguably, the list of conditions is right there in the PH, so players should be aware that they can potentially be dazed or stunned at some point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Okay, I'm not being entirely serious. A game as complex as D&D does have a pretty steep learning curve. Even fairly experienced players may find that their characters are unprepared to deal with certain conditions and situations because they have not experienced or anticipated them.</p><p></p><p>Frankly (and IMO), this is where the way in which the DM manages his game is critical. I personally would take a leaf from video games in which the various aspects of gameplay are introduced gradually to the player. Allow the players to meet monsters that have an encounter ability that dazes for a single round first. After they have developed tactics to deal with daze, let them encounter monsters that inflict daze (save ends). After they have figured out ways to deal with save ends conditions, introduce monsters who can recharge their daze (save ends) attacks. After that, move on to monsters that inflict stun for a round, and so on.</p><p></p><p>If you manage the transition smoothly, I believe your players will regard conditions as challenges to overcome instead of fun-draining annoyances.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5157919, member: 3424"] Well, arguably, the list of conditions is right there in the PH, so players should be aware that they can potentially be dazed or stunned at some point. :p Okay, I'm not being entirely serious. A game as complex as D&D does have a pretty steep learning curve. Even fairly experienced players may find that their characters are unprepared to deal with certain conditions and situations because they have not experienced or anticipated them. Frankly (and IMO), this is where the way in which the DM manages his game is critical. I personally would take a leaf from video games in which the various aspects of gameplay are introduced gradually to the player. Allow the players to meet monsters that have an encounter ability that dazes for a single round first. After they have developed tactics to deal with daze, let them encounter monsters that inflict daze (save ends). After they have figured out ways to deal with save ends conditions, introduce monsters who can recharge their daze (save ends) attacks. After that, move on to monsters that inflict stun for a round, and so on. If you manage the transition smoothly, I believe your players will regard conditions as challenges to overcome instead of fun-draining annoyances. [/QUOTE]
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