| silver_diamond |
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Sorry to be back here griping so soon after my last query, but I think this issue might be relevant to more people than just me so maybe it can help other GMs with similar issues. I'm going to run down what I think my players are doing wrong and give some examples of how I've tried to help. Then you guys can tell me where I went right, where I went wrong, and what has worked for y'all in the past.
I'm running a kingdom building and exploration campaign in a homebrew world with a party of five. They recently hit level ten (they started at fifth) and it's been a rough ride. Party composition has changed around some since one player changed his character, one player left, and another player is joining next session, but it looks roughly like this: wizard, ranged martial, occultist/fighter multiclass, disciple of the pike cavalier, melee martial. Ranged martial was a thrower, now a gunslinger. Melee martial was a brawler, he left and the player joining is a melee focused warpriest.
I am really loathe to say someone is playing wrong or GMing wrong because we all have our styles and wants but I think I can safely say their playing wrong. Every player has nearly died many times, everyone has died at least once, and a few players have died more than once. There has been one TPK and one effective TPK though technically a few were still alive; they were just permanently out of commission. During the two TPK events, the party had, coincidentally, met with a powerful entity. The first was a patron demigod and the second was a fae lord. In both cases, they were able to bargain for their resurrection/healing for some price. In the other deaths they bought scrolls or paid for casting of spells. I've also been generous on a couple occasions behind the screen and fudged some otherwise lethal rolls against party members. Perhaps that was too generous of me, IDK.
With all this death and danger, I'd thought they might realize that they aren't diversifying their options. They spend all the money they get on four things: better weapons, better armor, scrolls (for the wizard to copy and that's it), and crafting (wizard crafts wondrous items and armor and weapons, occultist crafts healing potions). They aren't interested in anything that isn't those four things.
For example, they were fighting oni last time, and I knew no one had fire or acid attacks (occultist doesn't have evocation and wizard is from the metal school) so I stuck in a wand of acid arrow with 14 charges halfway through the adventure so they could finish off the rest without using their torches (which I had to remind them they had since no one could think of how to deal fire damage). Another example comes from fighting a magma dragon. In the hoard they found, among other things a wand of restoration and a strand of prayer beads (greater version, and they know what it does). They decided no one needed the prayer beads and since no one in the party had the spell on their list, they decided to toss out the wand. One of the players mentioned that the warpriest joining next week could use it. The wizard mentioned that the party didn't know she was joining so it didn't matter. I mentioned that they have two allied NPCs who can use the wand and would be more than happy to use it on them when they are at home base so they don't have to keep paying for that spell. They decided to sell the wand anyway. They wound up being unable to sell the beads because the town doesn't have the money to buy that, but they still view it as "useless to us."
So my problem is that they want to go out and adventure and come back and craft up new items for themselves, but no one is using the stuff they get that's useful and no one is actually crafting useful items anyway. They all hoard money until they have enough to buy the next +1 enhancement for their gear or they HAVE to pay for healing or spellcasting. How do I show them that they need to have a diverse set of gear? One of my favorite features of Pathfinder is that even the most inflexible build can become somewhat adaptable with some magic gear. Oils of alignment, potions of invisibility, wands with useful spells, rings with niche but super beneficial powers, these things give the party the power to face anything because someone always has something useful on hand. I can't figure out how to get the party to understand that the reason their coming closer to dying more and more is because they haven't diversified their gear since they started the campaign.
Or maybe this is all in my head. The encounters look fairly balanced on paper from what I can tell. No one has complained that fights are unbalanced. Suggestions anyone?