This also works for dealing with a dice jesus- the DM can accumulate karma points to use against him on occasion.
The other suggestions, hero dice and d30 rolls, could also work.
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Chrono22 |
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No amount of fight rigging is going to fix things, if the problem is your players' incredibly poor luck. I suggest using a karma system to try to even
things up a bit. Every time a player rolls a natural 1 (and the result would have a consequence) he gains a karma point. Karma points may be spent to grant a
cumulative +2 bonus on a d20 roll. They only last until the end of a session.
This also works for dealing with a dice jesus- the DM can accumulate karma points to use against him on occasion. The other suggestions, hero dice and d30 rolls, could also work. |
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Zaraky |
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It sounds like the main problem is the randomness of the d20 and the unluckyness of your players.
First thing, change the die. The die may very well be unintentionally weighted and stuff. I've had good experience with chessex. Another option is to use 3d6 instead of 1d20. The average is the exact same, but the low end and the high end are less likely. This means that if they need an 8 to hit the zombie, they are far less likely to fail with 3d6 than they are with a d20.
Iron Heroes
You are not your magic weapon or armor. You are not your spellbook or holy symbol. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye; then you get a new damn sword off of the next bandit you headbutt to death. |
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Dogbert |
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I like Chrono's Karma idea, I'd just suggest to make it either +4 or +1d6 (as in SWd20) rather than +2, as natural '1's don't come up
often, just -when they'll scr#w you up the most-.
Likewise, I'd suggest one point either per natural 1, or one for each two consecutive poor rolls (by poor be understood the die giving you 5 or less).
"It's the good thing of being a pessimist: You only get good surprises"
--Strahd, "I, Strahd: Memoirs of a Vampire"
Last Edited By: Dogbert
06/11/09 13:59:03.
Edited 1 times.
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Antisoul |
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To be perfectly honest, I believe I've somehow managed to collect the single most inept party of players. And these are the reasons that I feel contribute
to their failure.
One of the players is a long time player who knows the rules (but does not use them) and has the 'commando' personality archetype, also constantly derides the other players ideas. - (but does not use them): This player could replicate the combat rules section from memory on demand even knows 'technically legal' yet incredibly creative methods of implementing combos of special attacks and tactical movement as well as having a good sense for tactics (over all). Yet inexplicably, despite the fact that in past games low level enemy fighters (the ones that it would make sense for them to use advanced combat options, I.E. that veteran or professional soldier) I have defeated his fighters with NPCs that have less than half the HD, BaB and damage output in one on one fights, he still only uses two combat options. Charge, and I swing my axe. - 'commando' pesonality archetype: He also will consistently charge mobs (like a pack of dogs or wolves) that his character and he both know will immediately flank him. Typical result? Flanked dog meat. Two of the players are new to the D&D system and are would have been gods of 2e AD&D. (I.E. they roll really low, and I have since purchased each player a set of $10 chessex dice picking the flecked dice figuring the metalic flecks would even out the weight spread), beyond their inexperience and horrible rolling, whenever they come up with a good idea the commando player will talk them out of it and into following his lead, when I attempt to intervene he will argue with me until I submit (I have taken the stubborn approach and not given in before, the result was a 6 hour session with one dice roll and 6 hours of him arguing with me. He is getting better as I've finnally told him to clean up his act and keep his mouth shut else I will replace him and change our game day so as he will be unable to ever again join it.) Also whenever I implement anything that would overcome these problems (Hero dice, NPCs to help out, bonuses, anything) all three players (without prompting from the idiot) are unanimously against the ruling claiming that such things either a. detract from the game play (when I am running an NPC in the party which in their minds is somehow more difficult for me to accomplish than running ever other NPC in the game as well, often multiple ones simultaneously). or b. that I'm 'just letting them win' So summary time. Two smart, inexperienced players + one experienced idiot = One Failboat. Makes me want to find a new group. |
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Tiburon Silverflame |
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The only solution to the commando is, let his characters die, die, die, every time, and he's got to rebuild at the starting level, not at whatever the
current party level is.
For the other players, mechanically explain WHY his idea is bad...and, yes, tell him to shut his ass up RIGHT NOW, because you're not talking to him. Or if you want to be a bit on the nice side, wait until the TPK, then go over in excruciating detail *why* his tactics were stupid. Then pull a deus ex machina...it was all a training session, and what they fought was illusions. Or, actually run a training hall, which uses illusions and summoned monsters and the like, and has healers on staff...so even if everyone's dropped below 0 hp, no one actually dies. Then run an after-action review...that is, a couple experienced NPCs...8th level or so, say...dissect everyone's actions, in painful detail...using, preferably, everyday language instead of mechanical terms. This can even be made entirely appropriate. Make the PCs members of the King's corps of troubleshooters...the people who get called in when the city watch can't handle a problem, or serve as specialist scouts/infiltrators/saboteurs for the army, and the like. They're young, so they need training, and while you could throw them to the wolves...carefully crafted training sessions can do much the same thing, without risk. It would be *expensive*...but that's why you make them King's troubleshooters. (Note, it might even be a good idea to start them at, say, 2nd level with 0 xp, and run these training exercises until they make enough XP to actually be 2nd level. This is intended to represent that they're standing out from the crop of trainees.) The cost for this is, they'll have no choice *but* to take certain missions, but that shouldn't be a big deal. At this point, it's not deus ex machina, it's purely training, like flying simulated dogfights in Air Force fighter pilot training. Oh, and if the idiot makes too many gross tactical blunders that get him killed, he washes out of the program. Try to help him change or improve, but if he doesn't...fine, ditch him. But, basically, don't argue with the idiot...just rip his tactics to shreds |
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Amphetryon |
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The only solution to the commando is, let his characters die, die, die, every time, and he's got to rebuild at the starting level, not at whatever the current party level is. That'll only teach him to die more. At that level disparity, good tactics won't be enough to save the PC's bacon, so he'll just go through reams of paper for character sheets. Is that the idea?
Personal isn't the same as important. -Terry Pratchett
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durendal |
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I know you've told the commando to stop arguing all the time, but I thought I'd chip in; one handy addition we've made to my games is that unless
you can immediately and quickly correct a call I've made, it stands till after the session. Ground rules are always handy; with that in place (and
established before hand), whenever someone gets rules lawyering, if it takes more than 30 seconds, it gets done later on, not making the game an unfun bitching
fest.
As for his commandoing, just tell him its an arse tactic. If he goes on commando streaks that would seperate him entirely from the party (i've known a player like that), also make it a ground rule that the game time spent on him will be directly related to how many people of the party are with him, and stick to it. That way he's free to go on commando missions, but after 15 minutes, you're not going to be paying attention until you've run what the others are up to for 45 minutes. Notably Unstable,
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Tiburon Silverflame |
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Amphet, the goal of my suggestion is to teach him to stop going the commando route. How else is he going to learn?
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DarkHero69 |
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Hey Antisoul,
I've never had a bad game of D&D because someone uses "bad tactics". Or because my players do something "stupid" (they have been some of the best games actually...). If they want to play a heroic character, I'd let them since it's obviously the type of game they want to play. Regarding their tactics, I'm guessing since you're fighting wolves, it's in an open area, so there are no corridors or places to put your back up against, except maybe a tree. If Mr Commando is playing a fighter and he runs into the pack of wolves (and that's his character's personality), that's what he's supposed to do. In an open area it's a lot smarter for the fighter to charge ahead than to sit back and have the wolves decide they want a taste of wizard, rogue or bard instead. Now that's bad tactics. Also if the wolves are taking out the fighter, maybe you made the encounter too difficult. In an open area, fights are pretty cut and dry. Flanking is not going to make a lot of difference and honestly he would be somewhat flanked anyway (or if everyone is back-to-back they would get equally attacked, which could be good or bad). Anyway, back to my point. You have to decide what kind of game you want to run: an epic heroic adventure (where the heroes charge in sometimes) or whether you want to play a game of chess. Right now you're opting for chess and there is nothing wrong with it, it's just a different game style than some people like, this commando guy is looking for some escapism, and you're not giving it to him. Personally... for my group, I've found that miniatures and counting squares has almost ruined D&D for us. In regards to trying new things in my games, putting emphasis on this in most combat encounters was probably the biggest mistake I made. If people wanted to play a tactics game they'd play a computer game. I'm trying to take us away from miniatures and counting squares. Yes, we still use graph paper and yes, sometimes the players have to rely on my sense of fair play, but it runs faster, and is more exciting imo. And it's less work for me. Also don't take this the wrong way, but it also sounds like maybe you don't like the player and want to punish him. Ultimately, you have to decide who you game with and tell people what kind of game you want and see if they're compatible. It's a cooperative game, you're there to make your players happy and have fun but you also have to have fun too. Anyway, I'm sure you will figure it out. In the meantime... I just want to say that I love this thread title, it makes me laugh every time I see it.
Last Edited By: DarkHero69
06/17/09 12:00:17.
Edited 1 times.
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Tiburon Silverflame |
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DarkHero, you have a case...to a point. But frequent character deaths don't help a game, IMO. Also, this player is pushing the other players to be stupid,
and TPKs are no fun for anyone.
Some of this is perception on our parts. You assert, the player's looking for escapism; I see other explanations. Manipulation and control of the game, or serious egotism, also fit. Sound tactics say: if the option is available, reduce numbers/weaken opponents before engaging hand-to-hand. The wizard has area spells that will accomplish this...but can't be used safely if the fighter's in that area. All that would be required, is the fighter to make a positional, tactical move so the wolves have a harder time interposing, while the wizard does his thing...THEN maybe he can close. Charging immediately will most commonly negate the wizard's most effective capabilities, and getting him to charge alongside shifts to his *least* effective abilities. Antisoul's post suggests that the fighter player thinks "everyone should play their character the way I play mine." And he has the force of personality to bring that off (or, conversely, the other players don't have the experience to say No.) The other characters' personalities aren't being expressed; they're being Borged into this player's personality. (And, yes, I have the strong feeling that it has nothing to do with character personality, it's strictly player personality being expressed here.) But that's why I'm suggesting the "training grounds" and "after-action reviews" approach. |
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DarkHero69 |
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I don't think the DM should kill them (unless they are being extremely stupid), I say "let them have fun", let them charge in and be heroic if
that's what they want to do, without killing them.
Playing a more heroic game is just another style of playing D&D. If you had a gaming group that preferred not to min-max their characters, you wouldn't kill them for making that choice would you? Should this gaming group be killed because they are non-optimal? I think you'd agree that you'd accommodate their style if you like playing with them, nerf encounters down so that they could handle them. To handle more heroic campaigns, you can do the same thing in different ways. If the player has an ego and is playing an egotistical or conceited character, does it really matter? No. It's escapism, they want to play a hero. I've had some players at my table who played conceited characters who were a bit over-the-top and quite frankly, it's fun. You give him a little of what he wants and then trash him at times (not kill him), it's actually hilarious because his pride matters so much. Regarding control of the game, it's ridiculous to think that any player could even think he could control the game anyway, who has players like that? Who could be so dumb? I've never found any player who believes this. Besides, it's mutual control of the game, it's not the DMs game and it's not the player's game. I'm not at his table so I can't tell if this player is being completely stupid and kamikazee or whether the DM just interprets it that way. In my experience, this sort of thing is open to interpretation. One person's heroic is another person's stupidity. I've had DMs that expect all players to be just as conservative as they are, in all actions, but that's just not the way some people want to play. And they punish their players for it. I've also had some players drag even the most simple games out to be long bore fests (let's go already!), just because they are so conservative. In the end, you have to make a game that makes both your players happy and also keeps you happy. Of course we're making assumptions and there can be other explanations. We don't know Antisoul, we don't know Dr Commando, and we're not even at his table. We're just brainstorming and dicking around, this is the internets Anyway, it's up the DM to figure out the problem and ultimately, what he wants to do and what kind of game he wants to run. Peace out.
Last Edited By: DarkHero69
06/22/09 06:51:05.
Edited 10 times.
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phindar |
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Sometimes, no matter how brilliant a group of players you have, you will be staring over the screen wondering who these morons are and how they got into your
house. The thing I had to realize is, as a gm, my judgement of what was the right or wrong thing to do was based around having perfect information. I had read
the module or designed the adventure, so I knew the repercussions of the pcs actions. Pc's don't have that benefit. They make their decisions based
around the information they have, which is the information that I give them. If they're tackling a scenario in an asinine manner, then there exists the
possibility that instead of them being morons, I presented it poorly. (Sometimes they're just morons. It can go either way.)
Further, just because something is obvious to me doesn't mean its obvious to anyone else, or even especially right. What if the gm's idea on how to tackle a situation is moronic? Are any of us infalliable? I've played in games where the gm decided on the correct course of action and would punish the party for not doing it (and not consciously, just if you deviated from what he thought was 'right', it was skewed against you). All I can say is, for a group of players, its not the most fun way in the world to spend a Thursday night. |
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Your DM |
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if you dont want to add NPCs to the party and/or they dont want them along as "help", with such a small group, you might want to consider gesalt
characters from Unearthed Arcana.. this will give them a few more abilities to use and hopefully round out the party a bit. Suggest to them, that their second
class be one they party is currently missing, like a sorcerer or wizard, a healer of some sort and a rogue of some sort.. the barbarian could easily be a
barbarian/rogue or barbarian/scout or barbarian/ranger, one of the fighters a fighter/sorcerer and the other a fighter/druid or fighter/healer..... that way
they still keep their original classes and can still be the fighters they want to be, but can also do a little bit extra....
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Ampherion |
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Antisoul, I will trade you my last gaming group for your current gaming group
1A1S-060412-060806-N-W-523/1000-MX
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Antisoul |
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Well they're doing much better now actually, the 'commando' still charges the nearest monster if he's not blocked some how, the barbarian moves
and fights like a rogue but balks at suggestions he might enjoy a rogue more, the ranger stands as far away as he can climbing onto something higher and
shooting stuff with his bow whilst constantly asking if the mobs are within 30 ft., when they weren't last turn and haven't moved since. All in all
they are doing better.
I gave them each about 600 gp worth of potions and explained to them explicitly how the use of those potions would make their meek feeble combat monkey's into combat gorillas. for the barbarian I gave a potion of divine favor, oil of magic weapon, potion of shield of faith, and potion of shield. commando got divine favor, magic weapon, shield of faith, bless weapon and entropic shield. ranger got divine favor, magic weapon, shield of faith, bless weapon, entropic shield and expeditious retreat. during that session, the ranger and barbarian (new players, took full advantage of their potions.) the barbarian chugged his shield potion, the ranger his magic weapon oil, the commando got flanked and killed by CR 1/3 goblin warriors (as a level 3 fighter), the ranger took down 7 goblins CR 1/3, the barbarian took down 3 CR 1/2 goblins and the last three (2 CR 1/3 and 1 CR 1/2) ran off. Oh and neither of of the new players took any damage. (I spread the goblins attacks around evenly) |
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Amphetryon |
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A quick tabulation on A free Encounter Calculater puts that encounter
at 'very hard; Players pull out all the stops," interestingly; keep tossing enough low-level creatures onto the pile and it becomes increasingly
difficult for a party without a dedicated Caster to do something about the basic 3E action economy where the monsters are getting 10+ more actions a Round than
the Players. Usage of good tactics like Flanking and staying farther than 30' away for defensive purposes might tick it up another notch in difficulty.
As I didn't create the linked Encounter Calculator, I cannot say for certain what role the availability or lack thereof of Magic and/or Magic Items
appropriate to level for the PCs had on the calculations; the fact that none of the Characters has an actual Magic Weapon at 3rd level (an assumption based on
the potions they all got) makes it sound as if they might be a tad under-equipped on the Wealth Per Level guidelines, though this may be misleading.
If that's the level of challenge you and your Players enjoy, fantastic. You might consider that the odds were pretty good that at least one of them would fall, based on the above, though.
Personal isn't the same as important. -Terry Pratchett
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