Becoming a More Difficult GM


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Liberty's Edge 5/5

Additionally, as you read a scenario when you are prepping... make sure to read all the abilities and spells. And then imagine what tactics you'd like to use. One of the most tactically savvy high-tier savvy GM's around is Five-Star Kyle Baird, and he runs playtest simulations of tactics he wants to use in his spare time.

At the very least you should start thinking of tactics you want to use as you read the encounter and the stat blocks. Read the spells and think about where you can use it to greatest effect within the scope of both the encounter description and the listed tactics for the critters.

Be flexible. Don't try to slam your favorite idea down despite the circumstances. Be able to think on your toes and pull every last ounce of oomph from the badguys. I don't want you to think I'm suggesting a Player vs. GM type of set up, so please don't read the following that way.

Play your BBEG's like its your character. Learn them, study them, and learn all their tricks and weaknesses and do your best to fire the tricks while mitigating the weaknesses.

Liberty's Edge 5/5

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Andrew Christian wrote:

I don't want you to think I'm suggesting a Player vs. GM type of set up, so please don't read the following that way.

Play your BBEG's like its your character. Learn them, study them, and learn all their tricks and weaknesses and do your best to fire the tricks while mitigating the weaknesses.

Be careful with this strategy though. Because if you let yourself fall too deep into it "being your character" you will do everything in your power to not let the BBEG die. Your job is to ultimately lose. So be willing to let the BBEG die as well.

Dark Archive 3/5

Overwhelmingly the 3 biggest pieces of advice I've followed to increase my competence as a GM without being a jerk is:

A. Read what every ability a creature and player has actually does, don't assume you know how it works, the number of times a spell has been misinterpreted, an ability misunderstood or a weird power overlooked that has turned a challenging event into a cakewalk could fill libraries.
For example, did you know if you want to Dimension Door with more then one passenger each target has to touch the next target in line? Caster touches A then readies then A touches B and then B touches C and THEN the caster comes out of ready and uses the spell. Subtle change but completely changes how the round plays.

B. Examine your terrain, all of it. Know where everything is in the room, what the light level is, what obstacles are around and what can be moved. Combat's that take place in 20' square open spaces favor the PC's, everything else is in your favor. Something as simple as a small couch to 5ft step (or Dive) behind massively increases your BG's survival chance AND frustrates players to no end.

C. Be DESCRIPTIVE and use your villain voice. When you start RP'ing as the bad guy the players tend to start RP'ing their characters and when their doing that their optimization goes out the window.
Doesn't matter what Mr. Gatling gun zen archer is capable of when he's so busy thinking about he's next speech he's not paying attention to what he's doing. Especially when the honorable villain challenges him to a personal duel over a tea ceremony or flower arrangement.
The players may occasionally forget what they said about their characters background, you shouldn't.

4/5 *** RPG Superstar 2008 Top 16

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If the monsters have the HP to pull it off, don't be afraid to deliberately draw AoOs. Once the PC uses his AoO, the next monster can often grapple, run past to nuke the squishies, bull rush, trip, disarm, or cast spells with impunity.

Make the PCs AFRAID to use their attacks of opportunity.

Dark Archive 4/5

Theatricality. That's really all I use. I'm somewhat good at tactics, but playing up the BBEG's confidence and getting in the minds of the players is what it's all about.

5/5

Todd Morgan wrote:

Theatricality. That's really all I use. I'm somewhat good at tactics, but playing up the BBEG's confidence and getting in the minds of the players is what it's all about.

hrmmm ... duly noted hehe

Grand Lodge 5/5

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Pathfinder Lost Omens, Rulebook Subscriber

No matter how good your tactics are, describe the Npcs/Monsters. don't just put Minis/counters down and start combat. Describe what a monster does when it attacks and if a PC doesn't do it, fill their description in for them. Combat can get really dry and good tactics can get really frustrating if it is described as
"19. ac? 18? hit. 11 damage"
vs.
"The troll's first claw misses your shield but the second one takes advantage of the new shield position and cuts Anvil underneath his collar bone."

Descriptions don't have to be this well though out. They can be as simple as

"Ac? Rolled a 19, the troll hits you with it's claw, 11 damage to anvil"

There should always be some kind of description. As a player I often have to ask "What are we fighting?" "What caused that 16 damage to my character?"

I play with a lot of GMs that are REALLY good at tactics and really good at flavor in role playing situations but some of those same GMs totally forget about flavor in combat. It's not an easy thing to do but it is so worth it when it is done. It can be the difference between a "challenging" GM and a "difficult" GM.

2/5 *

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And then again, some GMs take descriptions way too far, making them too long and only every single hit. I personally do not like that at all, there is a happy medium. But this has nothing to do with running tables with more challenge.

Sczarni 4/5

- Along the lines of tracking, remind your players occasionally about their current conditions; fatigue, sickness, nausea, lighting conditions, because my groups at least, tend to forget these things. In fact, it's even better to write the condition on initiative card for reminder. This debuff tracking goes same way for NPCs also. I always urge players to remind me if there are any because I tend to forget minor debuffs.

- The best way to challenge heavy armored user is via skill checks. I know that bunch of GM's already know this, but it tends to fade away fast. I literally can't explain how frustrated was a heavy armored barbarian/ninja with his armor check penalty when he jumped across a wall but couldn't climb back up again. He was isolated for entire encounter. It was however entirely his fault for doing so.

- This might be disregarded since scenario's location and terrain don't provide such conditions, but consider putting bad guys on larger distance if they are ranged based.

- Spellcasters (sorcerers especially) with Summon Monster spell can cause chaos. They can also easily up the challenge by summoning additional monsters.

- Alone, traps are only resource waste, but combined with NPC or two, they are murderous. Considering that NPC is aware of PC's arrival.

Lantern Lodge 1/5

Mathwei ap Niall wrote:


Doesn't matter what Mr. Gatling gun zen archer is capable of when he's so busy thinking about he's next speech he's not paying attention to what he's doing. Especially when the honorable villain challenges him to a personal duel over a tea ceremony or flower arrangement.

I resemble this remark.

Dark Archive 3/5

Mo the Felonious Monk wrote:
Mathwei ap Niall wrote:


Doesn't matter what Mr. Gatling gun zen archer is capable of when he's so busy thinking about he's next speech he's not paying attention to what he's doing. Especially when the honorable villain challenges him to a personal duel over a tea ceremony or flower arrangement.
I resemble this remark.

Yes you do, expect to meet many, many disarm specialists in the near future. Or better yet I have a PFS created sunder specialist in scenario I've been dying to run again.

You're invited.

Dark Archive 5/5 *

look thru the character classes to get a feel for what they can do. feats as well. be aware of battlefield control fighters. be aware of all the different actions (swift,immed., standard,full,etc..) if your spell caster is tripped, you can cast from prone usually.
as others have stated earlier it's all about prep. and learning the rules. It will take time. Had a 5 star gm who learned something new recently with rules. Don't sweat it. Just keep gming and keep learning.

If anything, the folks at your local game shop,etc.. will be (and should be) happy that someone is stepping up to gm period so they can even have a game.

Silver Crusade 1/5

I just ran scenario 2-20, Wrath of the Accursed, at Tier 10-11. The party of 5 was hyper-optimized. Despite playing with the gloves off, I was frustrated at how little I could do to challenge the party. This was mostly due to the stated tactics of the foes.

The foes were a Sorcerer-11 with a Rogue-10 sidekick, and a BBEG who was a Wizard-13. Problems:

1. Despite being allied, and despite the BBEG ordering an ambush attack on the PCs, the BBEG sent his Lieutenant and Sidekick to do the ambush. In other words, the foes split up and attacked in two groups, instead of teaming up. Dumb tactics!

2. Against such a hyper-optimized party, the stated tactics were useless. It's all well and good to have a buffed flying invisible arcane caster sneak attack the party, but action economy dooms such an ambush. I varied from the stated tactics to improve them somewhat, but it wasn't nearly enough. The party knew to IGNORE the rogue and totally focus on the arcane caster. The rogue should have ALSO been flying and invisible, so as to be a meat shield for the caster.

3. The arcane casters had AWFUL spell lists. Their spell lists were appropriate to an adventuring caster planning 5 fights per day, with a supporting team. Their spell lists were thoroughly inadequate and inappropriate for a solo ambush on a powerful party.

One thing I could have done better:

The ambushing arcane caster could have stayed 800 feet from the party, directly up, and just relied on fireballs. I had him at lower altitude so he was also in range with Quickened magic missile. This would have allowed him to get off a second round of spells before being ripped apart by the fast-flying killer large eidolon, Fluffy and the other fast-flying, teleporting PCs. Still, the outcome would never have been in doubt.

Here's what SHOULD have happened, were the foes more competent:

The enemy arcane casters, who were allies, cooperate and both attack together from 800 feet straight up. Not this nonsense of one waiting in the last room on the last map, where the BBEG is expected. Both arcane casters should have had Summon Monster spells (they did not!). Both arcane casters should have cast multiple Summon Monster spells right before the ambush, so they had a screen of 8 or so air elementals. Both arcane casters should have lead with their best long range spell (probably enhanced fireballs, since the party was travelling in fireball formation, and the party was caught unprepared without buffs). Aerial charging PCs would have had to tangle with the swarm of air elementals. THIS would have challenged the PCs, and might even have killed a few.

My players would have preferred more of a challenge. However, in order to give it to them I would have had to totally diverge from the adventure as written. Suggestions?

Sczarni 4/5

- Regarding Flying; move and standard actions are okay and anyone can make them. Problem comes when you try to full-attack or cast a spell that requires full-round action. This is typical Fly check to Hover (DC 15) and many melee users can be slowed down a bit by reinforcing Fly checks.

Silver Crusade 1/5

Yes. Thanks for the tip. [Un]fortunately, the PCs were highly optimized with several having very high fly skill and perfect maneuverability.

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