Gamemastering advice


Advice


So, my players love combat. The thing is, they're terrible at it. healbot paladin, blaster wizard, tower shield/overrun halfling fighter, and a barbarian. I have to try my hardest to not let them die from CR appropriate monsters. Any advice? I implemented the armor as DR rule, but that just made the casters more dangerous. Should I let them epic point by?


Just cut back on the encounters, make them a little easier. Don't power up the Pc's.

This is assuming they are having fun. Are they?


1.dial back the encounters so they get a sense of accomplishment and courage.
2.strike them down like the whelps they are.
3.feed upon their bitter tears.
4. ???
5. Profit.


DrDeth wrote:

Just cut back on the encounters, make them a little easier. Don't power up the Pc's.

This is assuming they are having fun. Are they?

They're having fun until one of them dies. I feel like im a killer DM with them but im just throwing weak mobs at them.


What is making them have so much trouble? If its a tactical issue perhaps a npc bard that gives that lil boost and might suggest a few tactics early on. He aid in teaching the young adventurers in battle tactics lol.

Just my lil bit


It might help to know how they are being terrible at it. What do they typically do/not do that makes them so bad at combat?


It would be nice to know how things are going wrong.

Also what are your expectations and theirs?

And awarding hero points liberally can give them access to resources to turn the tide and whatnot.

I remember when are group first started pathfinder, I had an NPC dwarf ranger with them, he was an ex-soldier turned merchant. They were guarding his caravan and whenever people did crazy stuff, he would rip on them in a surly scottish voice. It was good times. They are level 13 now and got that dwarf working in their kingdom.

Dark Archive

They have some interesting characters, and I would wager with such creative characters they are decent roleplayers. The Hero point system is a good way to reward good roleplaying, or other aspects that might help them with thier combat. *Edit the Hero Point system is in the Advanced Players guide.


Not the most optimal choices but those too can be made more than decent if stats, equipment and feats are in the right place. What level are they? Did you check their sheets for mistakes?

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

What are the ages and experience levels of the players? Knowing that will help in figuring out how to help you.

To be honest, a poorly built PC can be great at combat if played really, really well. It sounds like you have a mix of poorly built PCs and poorly played tactics in battle.

I would talk to them. Let them know that you are toning down combat to try and keep them alive and you are almost to the point of making it stupid easy.

Ask them what they expect out of the game. Find out how they feel about character death, and let them know that you are not purposely trying to kill them. Talk with them about what they can do to up their game, and help them learn from their mistakes.

One idea on how to teach them how to work together and fight better is to set aside the game you are playing now and try out a survival game. Each one of them has five characters. They play one at a time and run through a dungeon delve that has a wide variety of challenges and difficulty. There is no resting, they cannot bring in healing potions, scrolls, or items. They can have healing spells known, but everyone is supposed to play a different class. Let them know there will be treasure in the dungeon that can heal them. Also let them know that you are not actively trying to kill them, but you will be doing all you can to challenge them. That means there will be deadly challenges the party will have to learn when to go all out or when to retreat. If a PC dies, the next character the player has appears once the party is out of danger. This means that if the PC was killed in combat and the party ran away, the new PC won't be able to immediately loot the old PCs body.

I leave the other details up to you.


Ibrahm wrote:
DrDeth wrote:

Just cut back on the encounters, make them a little easier. Don't power up the Pc's.

This is assuming they are having fun. Are they?

They're having fun until one of them dies. I feel like im a killer DM with them but im just throwing weak mobs at them.

Fine, just make it weak sauce until they can beat better.

Run a practice game once with them running pre-gens, show them some tactics.

Grand Lodge

Do they know about these boards, and the various guides?


Run them through a series of encounters designed to showcase particular tactics, one at a time.

One: The 3rd level rogues who flank and aid another

Two: The goblin tribe who love alchemical items

Three: The archer brothers with great perception and entangle

Four: The giant skeleton that needs to be fought with blunt weapons

And keep in mind, the goal is for the PCs to LEARN. It's not an excuse to beat them into the ground, you're trying to teach them. Explain how it works as you go.

Example: In such an open field, the rogues find it easy to maneuver around you. Since you don't have any concealment, they can see exactly where your weaknesses are.

They have also learned that zone offense is better than man to man.

You can do it in character as well. Just have the rogues talk to each other during combat. "Oy, lets start wit' the finger-wiggler, den we'll get to Mr. Righteous. We'll save the little one for last, in case yer mum shows up, Larry, and wants to join in"


The other suggestions and perhaps consider making the loot a bit higher until they find their niche. It's a fairly easy way you can control campaign flow and give them a bit more power that wouldn't necessarily need to carry into higher levels.

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