Community

 
Jump Menu:
Post Reply
Page 2 of 2  •  Prev 1 2
8 months ago  ::  Sep 25, 2012 - 10:47AM #11
SwampDog
Date Joined: Jan 2, 2011
Posts: 405
First off, I say stick to your guns.   You ruled correctly IMO.

Feel free to toss out a few healing potions, but I wouldn't add a whole bunch just because none of them want to take a healer.   I think leaders are as fun to play as any other role but to each his own.

If they are playing without a leader, they should be doing a lot of damage, and I cannot understand why they would struggle with level appropriate challenges.    Unless you are giving the monsters large terrain bonuses, tons of cover, higher ground ambushes all the time, those players really need to up their game.

If your entire post is correct, I see nothing at all wrong with your DM'ing, and shame on your players for calling you bad for sticking to the rules.
Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 11:31AM #12
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926
I agree with SwampDog. From what you're saying, I don't see where you're doing anything wrong.

Immobilize and prone most certainly does not prevent monsters from attacking. They are looking for the "stunned" condition, which is a lot harder to do in heroic. However, these conditions can prevent attacks if players then follow it up with strategic movement. Maybe you might point out, the next time they immobilize a monster with only melee attacks, that if they disengage before it goes it won't be able to attack anyone. (You shouldn't have to do that, but once they get they idea, they might enjoy their immobilize toys more.)

For the rotating DM style you have, I strongly recommend taking a look at some of the location in motion threads. This would allow them to determine their own plotline, and since your players are your co-DM's, they can even move the story to what they plan on telling during their own sessions. That may have an immediate impact on how much they are "enjoying" your sessions. If you have questions on location in motion - Iserith is our resident expert.

Lacking a role is self-correcting. They'll either decide to continue to live with a heavy burn party, or they'll prepare for it with their powers/items/feats, or someone may get frustrated and switch to playing a leader. In addition to potions, you could also add some terrain features here and there to help. Maybe some special terrain that works like bloodrock, only instead of critting on a 19-20, you can spend a healing surge if you crit. You don't want to overuse it, but you can sprinkle it in here and there.
Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 11:39AM #13
iserith
Date Joined: Jun 1, 2005
Posts: 5,182

Sep 25, 2012 -- 11:31AM, JRedGiant1 wrote:

For the rotating DM style you have, I strongly recommend taking a look at some of the location in motion threads. This would allow them to determine their own plotline, and since your players are your co-DM's, they can even move the story to what they plan on telling during their own sessions. That may have an immediate impact on how much they are "enjoying" your sessions. If you have questions on location in motion - Iserith is our resident expert.




Whoa - good thought. This is something about LIM I haven't considered before. It bears consideration for tables that rotate DMing because knowing what the Fronts and Dangers are is no guarantee of what they'll do in actual play. There are no spoilers in LIM. In fact, I'm taking this back to my regular group for discussion. Thanks!

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 1:07PM #14
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Sep 24, 2012 -- 6:10PM, Biggoron wrote:

If I keep the encounter's appropriate by level it becomes extremely difficult for the party, but when I lower the level it gets boring.


Let the players decide the difficulty. Let them get a few easy wins, then ask them if they're interested in greater challenges.

combat tends to be slow


Maybe use average damage. Also: allow the next player to start acting when the current one is not ready.

I stick closely to the rules, which has caused frustration and some hour-long arguments (like whether prone or immobilized creatures can still attack.


My house rule is:
"Standard rules are followed as best as possible, but rules discussions can be replaced with a quick die roll (low=bad for player, high=good for player) until it can be researched later."

It's a small concession, and let's them feel heard. Let the dice be the bad guy (and later, the rules, and/or some random rules lawyer on the rules forum); not you.

I'll admit I do keep the party on rails plotwise


Improvise. You'll likely have more fun as a DM when you try to react to the players trying anything (you'll probably be better at than you think too).

Once let off the leash, players will then tend to try to find the right path. Let them work for it.

Overall, it seems like the players don't 'trust' you yet. Building trust can take awhile, and can involve allowing them some control.

Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 1:12PM #15
iserith
Date Joined: Jun 1, 2005
Posts: 5,182

Sep 25, 2012 -- 1:07PM, mvincent wrote:

Let the players decide the difficulty. 




I'm interested in this as it's something I think should be available to the players. Could you elaborate on how you might set about this at the table? How would that work? (It also dovetails with another thread I started if you want to discuss it over there instead of here.)

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 1:18PM #16
Centauri
Date Joined: Jul 21, 2004
Posts: 9,651

Sep 25, 2012 -- 1:12PM, iserith wrote:

Sep 25, 2012 -- 1:07PM, mvincent wrote:

Let the players decide the difficulty. 


I'm interested in this as it's something I think should be available to the players. Could you elaborate on how you might set about this at the table? How would that work? (It also dovetails with another thread I started if you want to discuss it over there instead of here.)


If I was going to down or up-grade an encounter, I'd bargain. "You're down this character, what do you want me to give up on my side?" I'd try to avoid getting into a discussion of challenge rating or whatever; I just don't consider it to be that accurate.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
Quick Reply
Cancel
8 months ago  ::  Sep 25, 2012 - 1:36PM #17
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Sep 25, 2012 -- 1:12PM, iserith wrote:

Sep 25, 2012 -- 1:07PM, mvincent wrote:

Let the players decide the difficulty. 


Could you elaborate on how you might set about this at the table?


I'd ask them "What'd you think about that last few encounters? Do you want it easier, tougher, or about the same?". This usually works best if you start them off easy, then ratchet up the challenge gradually (each time at the players request).

fwiw: this is automatically built into LFR adventures. They're designed so that the players can decide on the adventure's difficulty, even at the last minute. There are other benefits to using LFR adventures too. I especially recommend them for any DM that doesn't yet have his player's trust.

Quick Reply
Cancel
Page 2 of 2  •  Prev 1 2
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing