Comments on 2007-03-15 Killing Tatsuki

Very good write-up. It sounds like it went very well indeed. I like the bridge tactics - that’s the kind of thing my players would do too :)

GreyWulf 2007-03-15 10:58 UTC


Thanks. I just added a note at the end regarding the bridge plan, and the rolls I thought of. I’m still a bit shaky on all these skill rolls. I don’t want skill monkeys to feel like their investment was not paying off, so I really want to use skill rolls. On the other hand, players are interested in convincing me that none are necessary (in their favor only). I have at least one sales manager player in my party, if you know what I mean… :)

– AlexSchroeder 2007-03-15 11:43 UTC


i exactly know what you mean… ;) und freue mich auf morgen abend!

zeno 2007-03-20 10:38 UTC


Regarding experience points (XP). One of my players mailed me. I’m trying to make up my mind…

I really need to think about the kind of things I want to reward, and then make the right choices. My players seem to enjoy fights (fights > interaction > riddles). Rewarding fights would suit them, I guess. Personally, I like interaction (interaction > fights > riddles). I could reward them according to my preferences, but I’d feels like a teacher trying to push children around. I don’t think my players would enjoy that. They’d be forced to play a game they don’t like.

Does that mean no more story awards? I shall be doing this old-school. No challenge ratings for noncombat encounters, no reward for reaching mission goals, no roleplaying awards. These things are their own reward.

: “Don’t simply add story awards to standard awards (even if you compensate by giving out more treasure as well) unless you want to speed up character progression.” – {DMG Dungeon Master Guide v.3.5}, p. 41

Hm. It goes against my nature. My nature tells me I should go the other way and award only story awards. :)

Perhaps I should bring this up at our next session.

– AlexSchroeder 2007-03-20 22:40 UTC


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