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Joined 1 year ago
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Cake day: July 7th, 2023

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  • Yeah, it’s a really weird paradoxical thing, but giving in is exactly why it wasn’t enough- it made them feel that there was more they could be getting.

    Oh, and I know EXACTLY the trick you need for that sort of combat thing. Your players are getting too many Long Rests, right? One at the end of every session? At the end of every ingame day? Which makes it impossible to wear your players down, right?

    What you need are Rough Resting rules. Your players can sleep overnight when they’re travelling through somewhere, but as they’re sleeping somewhere dangerous, then they can’t fully relax and recuperate- sleeping overnight outside somewhere like a dedicated inn or their own homes only gives them the benefits of a Short Rest (and prevents the Exhaustion from staying awake for too long). This means you don’t need to cram a ton of fights into one session, because now your players will actually get worn down meaningfully between fights- and you can choose to not give them a full heal until they actually need one- a boss is a LOT more threatening if the party doesn’t have all their resources to nuke them on turn 1.


  • https://docs.google.com/document/d/15je74qMiYxSEnF43zp2UkEoSk3LqRymMbxruPVGQ-i4/edit

    Okay, first and foremost, it’s about managing expectations. You’re putting yourself in a situation where you CANNOT succeed because you’re allowing them to create expectations that are 100% impossible to fulfil- even if you were a perfect DM, if the players want more than perfection, well…

    What you need to do is sit down and create a hard list of rules that your players approve of. It’s actually fine to ignore RAW in favour of RAI, but consistency is an important part of the game. Decide what houserules you’re using, and write them down. Stick them to your DM screen.

    Now, secondly, if your players want combat, take a look at that google document I’ve linked. It has over 400 magic items that I’ve made, they’re mostly well balanced, and a lot of them are combat oriented. Give your players a selection of items, remind them that they only have three attunement slots, and let the items allow them to create strong but varied builds.

    Thirdly, if your players want to steamroll stuff, then I have another thing for you- your encounter pacing. DnD is designed around having seven encounters per Long Rest, although not every encounter is meant to be combat (I use 3 combat, 2 traps, 2 RP situations). To satisfy your players more broadly, then use early encounters to fulfil their desire to steamroll some mooks and drain their resources, and then for later encounters, chuck a boss at them, and make that boss charismatic and really good at hitting people with area attacks and repositioning (give him an ability to cleave with his sword if he’s not a mage!)- there’s your deadly battle.

    But more than anything, just manage expectations. Tell them that you’ll do your best to give them some battles that let them show off their power, and some more challenging fights that will test their builds and their characters.

    It’s also just important to remember- the challenge of a DnD fight is in puzzle and strategy. The thrill of a fight is in storytelling and description. If they just want thrilling fights, then honestly? Just don’t even track the HP of the boss (do not tell them this under any circumstances or the illusion will be ruined), just keep them standing and throwing out flashy attacks, taking hits and threatening to take the party down, and let them fall when one of the players lands a suitably dramatic attack. Oh and also if the boss is gonna drop any magic items, make sure the boss uses those magic items. Literally no better advertisement for an item than it being used to kick the party’s ass