|
|
|
#11 | |
|
Banned
Join Date: Mar 2018
|
Quote:
Sounds like what might help would be a re-evaluation of the overall scale of the opposition-force in play, as to the play-ability within the labyrinth in question; or if already in-game, an "on-the-fly magical tweaking" in favor of the players, to help level the field towards a more reasonable degree of toughness in the opinion of the GM. On the other hand, when players (in general) are not paying attention to the fact that they have traveled too deeply down into the labyrinth by the signs and clues around them, or, they are not taking the gravity of their injuries into consideration for what they actually represent (assuming the labyrinth is properly scaled)... well, I guess it's lunchtime for the Trolls. "I'll have that heavily injured fighter, you know, the one with -3DX due to being at ST-3 who is about to come down the shaft into the fourth-level,... and ah,... medium-rare, if you please." Oh well. "Ya pays your money, Ya takes your chances." As far as your abundant potions are concerned, provided your players don't figure out that you are "carrying them" through the adventure enough to escape back to the surface and safety - if it turns out the labyrinth-design is unbalanced too heavily against the players at all levels of the labyrinth - why not! I guess that's why, over all others, I personally still like the OD&D term of: Referee and/or Judge. It always helped me - as the person presenting the labyrinth and running the game - to always think: BALANCE; and kept my head squarely in an overview perspective as the "official with the whistle", acting BETWEEN the players and the monsters (i.e. all non-PC's be they human, inhuman, or beast). Last edited by Jim Kane; 03-13-2018 at 10:45 PM. |
|
|
|
|
|
|