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<blockquote data-quote="Darrin Drader" data-source="post: 4231464" data-attributes="member: 7394"><p>I always let my players take what they rolled, or an average for the dice, whichever is higher. I don't really care that that leaves them with more hit points than your average monster because, as a DM, I have more invested with the survival of the characters than I do with the survival of their challengers.</p><p></p><p></p><p></p><p>Restoration works wonders. If they have no restoration available on hand, they probably will later, and in the mean time it's fun watching the player squirm.</p><p></p><p></p><p></p><p>Been there, done that, but the combat was not two hours long.</p><p></p><p></p><p></p><p>The only time that's ever happened for me is when we take a pizza break or a violent rules disagreement (the latter usually end with the player getting a boot to the head).</p><p></p><p></p><p></p><p>I think that there are cases where adventures give the PCs too much treasure and the DM needs a rules justifiable way of removing some of it from them. YMMV, but I don't agree that the game lacks balance if the characters aren't slogging around a U-Haul full of magical gizmos.</p><p></p><p></p><p></p><p>I tell my players to have their math done before its their turn and I don't ask them to go through it all with me before they roll. Does that impart a certain degree of trust that the player is going to do it right and not be deceitful? Yes, it does, but I've never had it fail. The math becomes quite a bit easier when Dispel Magic or Disjunction comes into play.</p><p></p><p></p><p></p><p>There are all kinds of spells the BBEG can use to make these spells and others ineffective. If the player complains, I just say, "Hey, this isn't Quake and you can't turn god mode on. The guy who set this up for you assumed that someone would try that and put some permanent spells in place to prevent that from happening.</p><p></p><p></p><p></p><p>Restoration. As for the near TPKs, or TPKs, a good DM knows when to fudge dice rolls and when not to. Don't tell my players this, but a TPK doesn't serve the greater interest of the game. </p><p></p><p></p><p></p><p>Never had this happen. If I did have it happen, I would simply tell the player that I wasn't going to allow it.</p><p></p><p></p><p></p><p>Yeah, that kind of sucks. There is a 3.5 hack for E-Tools that allows me to more quickly generate advanced monsters.</p><p></p><p></p><p></p><p>Having a game where the PCs can die is not a broken system. If it were broken, the ideal game is one where you would sit down to play, congratulate everyone for showing up, tell them that they win and are the most awesome players in the history of the game ever, and then sit for hours talking about how brilliant your character is. The DM exists to steer the game in the direction he intended, and if the die rolls go the other way, it is up to the DM to be the storyteller and figure out a way to fix things on the fly. If there were no need for a DM, that position would never have been written in as a fundamental aspect of the game.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4231464, member: 7394"] I always let my players take what they rolled, or an average for the dice, whichever is higher. I don't really care that that leaves them with more hit points than your average monster because, as a DM, I have more invested with the survival of the characters than I do with the survival of their challengers. Restoration works wonders. If they have no restoration available on hand, they probably will later, and in the mean time it's fun watching the player squirm. Been there, done that, but the combat was not two hours long. The only time that's ever happened for me is when we take a pizza break or a violent rules disagreement (the latter usually end with the player getting a boot to the head). I think that there are cases where adventures give the PCs too much treasure and the DM needs a rules justifiable way of removing some of it from them. YMMV, but I don't agree that the game lacks balance if the characters aren't slogging around a U-Haul full of magical gizmos. I tell my players to have their math done before its their turn and I don't ask them to go through it all with me before they roll. Does that impart a certain degree of trust that the player is going to do it right and not be deceitful? Yes, it does, but I've never had it fail. The math becomes quite a bit easier when Dispel Magic or Disjunction comes into play. There are all kinds of spells the BBEG can use to make these spells and others ineffective. If the player complains, I just say, "Hey, this isn't Quake and you can't turn god mode on. The guy who set this up for you assumed that someone would try that and put some permanent spells in place to prevent that from happening. Restoration. As for the near TPKs, or TPKs, a good DM knows when to fudge dice rolls and when not to. Don't tell my players this, but a TPK doesn't serve the greater interest of the game. Never had this happen. If I did have it happen, I would simply tell the player that I wasn't going to allow it. Yeah, that kind of sucks. There is a 3.5 hack for E-Tools that allows me to more quickly generate advanced monsters. Having a game where the PCs can die is not a broken system. If it were broken, the ideal game is one where you would sit down to play, congratulate everyone for showing up, tell them that they win and are the most awesome players in the history of the game ever, and then sit for hours talking about how brilliant your character is. The DM exists to steer the game in the direction he intended, and if the die rolls go the other way, it is up to the DM to be the storyteller and figure out a way to fix things on the fly. If there were no need for a DM, that position would never have been written in as a fundamental aspect of the game. [/QUOTE]
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