| DiscipleofAslan |
So I am new to pathfinder. But I get the distinct impression my GM is rather new to GM'ing. He has our APL 2 party fighting hell hounds and ambush drakes and keeps having the monsters run away because we are having a hard time with them. Any advice on how to just hunker down and bear it in silence. I don't wanna be the guy who stands up and yells, "this isnt how it should go, I could do this better!" but I'm having trouble controlling myself. Also 4 of our party of 6 have never played a table top RPG so they don't really understand its things we shouldn't do yet. (like finding a plus 2 flaming sword)
| Ipslore the Red |
So I am new to pathfinder. But I get the distinct impression my GM is rather new to GM'ing. He has our APL 2 party fighting hell hounds and ambush drakes and keeps having the monsters run away because we are having a hard time with them. Any advice on how to just hunker down and bear it in silence. I don't wanna be the guy who stands up and yells, "this isnt how it should go, I could do this better!" but I'm having trouble controlling myself. Also 4 of our party of 6 have never played a table top RPG so they don't really understand its things we shouldn't do yet. (like finding a plus 2 flaming sword)
High CR, high treasure to deal with it. Plus you have six party members for an action economy advantage. If the others are having fun, I don't see a problem here, other than you thinking that CR and WBL are universally applicable rules.
| Numarak |
I know how frustrating could be the situation you (OP) are describing. There is no narrative reason for those enemies to flee away. They are slaughtering the party and suddenly, the beasts decide to turn away and run. Why, on first instance, they attacked you?
That contradiction in the story can sway away the fun and joy that flows with a well structured narration.
On the other hand, more even in a party of six PCs, balancing the encounters can be a tricky task.
My advice, is up to you to follow it or not, is:
1) Aknowledge if the GM does this extremely high CR encounters out of unexperience or he enjoys the suffering his players endure opposing awful odds. If it's the second, think twice about playing at his table.
2) Are you the only one that gets frustrated? You do not have to 'know' how to play a RPG to 'understand' the flow of a narration; are the other five players wondering why their enemies humilliate them to flee after few rounds? If you are the only one affected by this situation, as long as the others are having fun, then it is your problem, not a problem with the GM.
3) Have you talked about these feelings of yours with your GM? Have you talked with your GM about how he would like to run his game?
After all, this is a game. I'm here for the fun of it. When I play I expect everyone is having fun. If this was not the case, I would probably go play into another place.
| Scott Wilhelm |
| 1 person marked this as a favorite. |
Having to run away a lot may not fit one's notions of heroic fantasy, but that doesn't mean it isn't legit for a fantasy RPG.
I recommend you should be candid with your GM with your criticisms away from the table, but try not to press your arguments at the table. At the table, he is the referee, and you shouldn't argue. Away from the table, he is a friend, and you are all playing together. You are allowed to have input into your character's story.
Your group needs to feel things out together. Your group needs to decide as a group what kind of story you want to tell, and your DM needs to feel out what kind of difficulties your world should have appropriate to that story.
Deighton Thrane
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6 second-level characters shouldn't have all that much trouble with a couple of hellhounds. Use good tactics and it should work out.
Technically at APL 2 they're 6 level 1s, and two Hellhounds are a CR 5 fight. That would be a hard fight for most of the experienced players I know. Also, he never said 2, he just said Hellhounds, plural, so who knows...
Also, I'll second the suggestion that if this is the GMs first foray into GMing, an adventure path, or module would be a good way to start. It's usually balanced for players of that level, and shows a decent standard of adventure and story design. You don't even have to use the story wholesale, you can usually just use bit's and pieces and make the adventure your own.
As for, how to suffer in silence, I'd suggest don't do that. First try and find the good stuff in the game, like interesting story or fun adventure mechanics, that sort of thing. If there really isn't any of that, it doesn't sound like it is a fun adventure, and may be time to have a quiet discussion with him, away from the group. Mention that the difficulty is taking away enjoyment, not enhancing it. And if that doesn't work, it isn't the end of the world to just walk away from a game that's no fun, and is not going to change.
| Pendagast |
DiscipleofAslan wrote:So I am new to pathfinder. But I get the distinct impression my GM is rather new to GM'ing. He has our APL 2 party fighting hell hounds and ambush drakes and keeps having the monsters run away because we are having a hard time with them. Any advice on how to just hunker down and bear it in silence. I don't wanna be the guy who stands up and yells, "this isnt how it should go, I could do this better!" but I'm having trouble controlling myself. Also 4 of our party of 6 have never played a table top RPG so they don't really understand its things we shouldn't do yet. (like finding a plus 2 flaming sword)High CR, high treasure to deal with it. Plus you have six party members for an action economy advantage. If the others are having fun, I don't see a problem here, other than you thinking that CR and WBL are universally applicable rules.
This.
Everything isn't 'linear' like a story based video game where the players can't go into certain areas until they are X level.
The game was played long before there were CRs and WBL.
WHY can't a group of adventurers stumble on a horde of treasure well beyond what they would just find fighting some goblins.
WHY not narrowly escape an encounter with monster(s) too powerful for you, only to track hem down later when you are prepared.
do monsters say "pops can't go to that town…only level 2s there!"
What about modules and APs where the characters are high level, but there are monsters running amok in town/civilization (Council of thieves AP comes to mind)
Where there NO low levels in Westcrown? did everyone level up with the PCs?
there were far more shadow monsters and later devils running around the city than just the pcs themselves could deal with.
THAT story only focuses on what happened to the PCs…
It's kinda like that little Agents of shield blurb after the Avengers movie, when the regular people found aliens weapons left over from the battle of new york and what they did with them.
Or in subsequent transformers movies where regular civilians where encountering alien tech.
That can't be there! We're not powerful enough for it!
That's not badwrongfun, it's good story telling.
| Pendagast |
Wheldrake wrote:6 second-level characters shouldn't have all that much trouble with a couple of hellhounds. Use good tactics and it should work out.
Technically at APL 2 they're 6 level 1s, and two Hellhounds are a CR 5 fight. That would be a hard fight for most of the experienced players I know. Also, he never said 2, he just said Hellhounds, plural, so who knows...
Also, I'll second the suggestion that if this is the GMs first foray into GMing, an adventure path, or module would be a good way to start. It's usually balanced for players of that level, and shows a decent standard of adventure and story design. You don't even have to use the story wholesale, you can usually just use bit's and pieces and make the adventure your own.
As for, how to suffer in silence, I'd suggest don't do that. First try and find the good stuff in the game, like interesting story or fun adventure mechanics, that sort of thing. If there really isn't any of that, it doesn't sound like it is a fun adventure, and may be time to have a quiet discussion with him, away from the group. Mention that the difficulty is taking away enjoyment, not enhancing it. And if that doesn't work, it isn't the end of the world to just walk away from a game that's no fun, and not going to change.
But a level 1 character with a +2 flaming longsword, that is on average +2 to hit and +5 damage more than a level one, would technically make that character more capable than a level 3 fighter with no magic weapon.
so there are other things going on than just the pure level of the characters involved.
Deighton Thrane
|
Deighton Thrane wrote:Wheldrake wrote:6 second-level characters shouldn't have all that much trouble with a couple of hellhounds. Use good tactics and it should work out.
Technically at APL 2 they're 6 level 1s, and two Hellhounds are a CR 5 fight. That would be a hard fight for most of the experienced players I know. Also, he never said 2, he just said Hellhounds, plural, so who knows...
Also, I'll second the suggestion that if this is the GMs first foray into GMing, an adventure path, or module would be a good way to start. It's usually balanced for players of that level, and shows a decent standard of adventure and story design. You don't even have to use the story wholesale, you can usually just use bit's and pieces and make the adventure your own.
As for, how to suffer in silence, I'd suggest don't do that. First try and find the good stuff in the game, like interesting story or fun adventure mechanics, that sort of thing. If there really isn't any of that, it doesn't sound like it is a fun adventure, and may be time to have a quiet discussion with him, away from the group. Mention that the difficulty is taking away enjoyment, not enhancing it. And if that doesn't work, it isn't the end of the world to just walk away from a game that's no fun, and not going to change.
But a level 1 character with a +2 flaming longsword, that is on average +2 to hit and +5 damage more than a level one, would technically make that character more capable than a level 3 fighter with no magic weapon.
so there are other things going on than just the pure level of the characters involved.
They'd hit hard, but still have 1st level hit points. A good roll from a fire breath could knock down half the team, nothing a +2 flaming longsword could do about that.
| Pendagast |
Pendagast wrote:They'd hit hard, but still have 1st level hit points. A good roll from a fire breath could knock down half the team, nothing a +2 flaming longsword could do about that.Deighton Thrane wrote:Wheldrake wrote:6 second-level characters shouldn't have all that much trouble with a couple of hellhounds. Use good tactics and it should work out.
Technically at APL 2 they're 6 level 1s, and two Hellhounds are a CR 5 fight. That would be a hard fight for most of the experienced players I know. Also, he never said 2, he just said Hellhounds, plural, so who knows...
Also, I'll second the suggestion that if this is the GMs first foray into GMing, an adventure path, or module would be a good way to start. It's usually balanced for players of that level, and shows a decent standard of adventure and story design. You don't even have to use the story wholesale, you can usually just use bit's and pieces and make the adventure your own.
As for, how to suffer in silence, I'd suggest don't do that. First try and find the good stuff in the game, like interesting story or fun adventure mechanics, that sort of thing. If there really isn't any of that, it doesn't sound like it is a fun adventure, and may be time to have a quiet discussion with him, away from the group. Mention that the difficulty is taking away enjoyment, not enhancing it. And if that doesn't work, it isn't the end of the world to just walk away from a game that's no fun, and not going to change.
But a level 1 character with a +2 flaming longsword, that is on average +2 to hit and +5 damage more than a level one, would technically make that character more capable than a level 3 fighter with no magic weapon.
so there are other things going on than just the pure level of the characters involved.
So?
There's a big cliff, my 5th level fighter could jump down and survive because I have more HP.
Maybe the GM wants to avoid that kind of stuff?
How do you know how much damage the hell hounds breath does?
Because you see what you think is a hell hound and the books tell you how much damage it does?
how do we know there isn't a reason for hell hounds to be there and the party could just watch or track them.
"I see monsters now we fight" SHOULD be discouraged.
Keeping defenses low is a way to to make that happen.
A dragon! charge! attack! we can beat it! The DM can't have us see or encounter monsters that isn't appropriate for our level! Onward to glory!
ahhh no.
| boring7 |
The real question is "how do I discuss this with the GM without starting a fight" and the answer is "there is no easy answer, diplomancy is always a complicated game."
I don't wanna be the guy who stands up and yells, "this isnt how it should go, I could do this better!" but I'm having trouble controlling myself.
This suggests you're looking at it the wrong way. Tabletop RPGs are generally rather cooperative. If they aren't either the GM wins because he controls all the monsters or you win because you found the "hack" in the rules that lets you make, say, an infinite number of ranged attacks in a single round or the magic power-loop that allows you to keep empowering yourself until you become a god. Either way, too adversarial. If the GM has a problem, and if it IS the GM having the problem instead of your party being incompetent, the answer is more communication.
This may lead to collusion, I've played games were I was temporarily playing both sides of the screen because the DM needed help making scary monsters and the players needed help understanding their own abilities. I avoided any leadership roles because I had too much advance knowledge to make plot decisions (like "don't kick in the door with the 20 orc guards behind it") but I would assist and advise once the party MADE its stupidless-than-optimal decisions and was hip-deep in scary trouble.
Admittedly, it was integral that I would only be in the game temporarily, it's easy to get too much advance knowledge on a campaign. But if you can show patience and help the players and GM understand the system (I know, teaching and patience isn't your strongest suit), preferably running through pregen modules, then when the training wheels come off you can join the rest of the party in the dark.
Or you can run things yourself, Mr. GM.
| Matthew Downie |
Having to run away a lot may not fit one's notions of heroic fantasy, but that doesn't mean it isn't legit for a fantasy RPG.
That's not the issue. The issue is that the GM puts the PCs up against monsters they don't know how to handle, and then the GM makes the monsters run away for no reason other than to avoid killing the PCs.
| Pendagast |
Scott Wilhelm wrote:Having to run away a lot may not fit one's notions of heroic fantasy, but that doesn't mean it isn't legit for a fantasy RPG.That's not the issue. The issue is that the GM puts the PCs up against monsters they don't know how to handle, and then the GM makes the monsters run away for no reason other than to avoid killing the PCs.
how do you know why the monsters are doing what they are doing?
maybe there is a method to the madness?
maybe they are baiting the PCs to follow them?
Who knows.
| Scythia |
Matthew Downie wrote:Scott Wilhelm wrote:Having to run away a lot may not fit one's notions of heroic fantasy, but that doesn't mean it isn't legit for a fantasy RPG.That's not the issue. The issue is that the GM puts the PCs up against monsters they don't know how to handle, and then the GM makes the monsters run away for no reason other than to avoid killing the PCs.how do you know why the monsters are doing what they are doing?
maybe there is a method to the madness?
maybe they are baiting the PCs to follow them?Who knows.
Maybe the DM is inexperienced, and in over their head.
Maybe the DM, lacking experience, has no idea how to plan appropriate encounters.Who knows?
| jimibones83 |
If a party of 6 can't kill a few hellhounds then I would say you guys aren't really doing all that much better than he is, lol. But really, you could do worse. GM'ing takes a long time to get good at. If he's new, you will become a good player much faster than he will become a good GM. You guys will just have to all learn together. I'd suggest rotation the GM spot as a way to learn from one another.
| Deadalready |
| 1 person marked this as a favorite. |
You'll always find way more people interested in playing pathfinder than GMing. GMs are hard to find and good ones even harder, unfortunately good GMs start off as bad GMs until they can fine tune their craft.
Remember that if you lose your GM, the group will dissolve and I'm sure you don't want that.
Assuming your GM is new there's really little you can do but learn and grow with him.
It's worth asking the GM at the end of each session "what should/could we have done when XYZ attacked us?"
This will elicit two possible responses
1)"This is what you should have done" and the group gets better as players
2)The GM sees flaws in his encounter design and designs better ones
| Bill Dunn |
Pendagast wrote:
how do you know why the monsters are doing what they are doing?maybe there is a method to the madness?
maybe they are baiting the PCs to follow them?Who knows.
Maybe the DM is inexperienced, and in over their head.
Maybe the DM, lacking experience, has no idea how to plan appropriate encounters.Who knows?
Indeed. And this is why the OP should neither explode nor endure it in silence but ask the GM, out of session, what's going on. Ask the GM if he's setting up encounters expecting the PCs to be able to take care of them, finding out they can't, and then having the monsters run away to avoid killing them. If he is, clearly that's a model that isn't working for at least one of his players at the table and it should be looked into.
| Scythia |
Scythia wrote:Indeed. And this is why the OP should neither explode nor endure it in silence but ask the GM, out of session, what's going on. Ask the GM if he's setting up encounters expecting the PCs to be able to take care of them, finding out they can't, and then having the monsters run away to avoid killing them. If he is, clearly that's a model that isn't working for at least one of his players at the table and it should be looked into.Pendagast wrote:
how do you know why the monsters are doing what they are doing?maybe there is a method to the madness?
maybe they are baiting the PCs to follow them?Who knows.
Maybe the DM is inexperienced, and in over their head.
Maybe the DM, lacking experience, has no idea how to plan appropriate encounters.Who knows?
This is good advice. Talking things out is usually the best approach.