this post was submitted on 10 Feb 2024
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Not really sure what to do about this situation. I have a group that meets monthly. We do a lot of roleplay, but a few of my players are very into being OP at combat. They want to build their characters the strongest and the best. So I alternatively get requests to both break rules and strictly apply rules so they'll get advantages. They've also said they want deadly combat.

Not really sure how to handle this since their requests swing back and forth between RAW and not RAW. I'm finding myself saying "I want to follow RAW here" one day and then "I don't want to follow RAW that closely" the other day. They are in many ways kind of ruining combat for themselves as we aren't a wargaming table. We also have so little playtime I can't devote an hour or more getting into wargaming combat with them. It wouldn't be fun for a few of the other players (or for me) to devote our sessions almost entirely to combat and we usually have a few combats to get through.

As DM I feel pressured to be the cool DM and meet their expectations, but I'm also getting frustrated by the constant asks that boil down to wanting to be the most OP. I get the want, but it's getting to the point where we are having a running issue where the OP players don't want other players to do things for RP reasons and I haven't figured how to have this talk to halt the OP train here. The OP players basically want to enter combat, always hit with their attacks, have the max possible attacks and crits, never get hit back, just have the enemy stand there and take damage. Which is obviously a problem as that's terrible and boring combat.

The players in question are great people. They do roleplay, assist other players and contribute OOC. They do also agree it's my decision to run the game how I want. I'm just not sure how to express to them they need to slow their roll in trying to be a level 20 god at level 3.

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[–] [email protected] 3 points 9 months ago (2 children)

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.

[–] [email protected] 1 points 9 months ago

Yeah I think that's it exactly re: more. As DM I'm like okay it's one thing enough. I didn't see the laundry list behind.

And thanks! That's a good idea, see where it gets us.

[–] [email protected] 0 points 9 months ago

If it's assumed that days end at the end of a session, I think that assumption itself needs to be examined.

Each round of combat is, what? 6 seconds? 5? And how long are combat encounters lasting? 5 rounds?

The average battle lasts 20 - 60 seconds in world, but can take as many minutes at the table. So, if you spent the entire session in combat, you're looking at 3 - 5 minutes out of the characters' day.

Unless there's an in-game reason for it, days don't need to end at session end, and should carry over.

Rough resting is a good system, but it's nice letting casters get their spells back while you're roughing it. And if game days stretch across multiple seasons, there isn't as strong a need to penalize the casters. A compromise here may be Pathfinder 2 style "rests", where players get their daily abilities refreshed, but they don't regain more than a handful of hit points.

Force them to use those lower level spell slots on heals between combats, or eat up potions.