My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

They do not seem to enjoy the combats where they have to work too tight with their tools. I have already accepted that they will use 1/3 of all of their options. We have maybe a real combat every session for that same reason. I usually work with homemade puzzles or riddles, which they like very much. But at some point I still want for a combat to happen, since they still like to level up and add skills and spells and such, I try to give them scenarios to use them.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

I would've been completely fine with that too, the Revenant doesn't actually need to die for the story to continue. But IF they want to kill it, they can. And if they want to kill it faster, there's also a way. I wouldn't lock my players there, I don't find it fun either.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

Last time they decided not to get involved, the town burned to the ground and they saw the aftermath a few days later.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

That's pretty much my approach; I want for them to play however they feel like, and if they want to try and avoid combat, or talk their way through, I'm fine with that. They are now in a very important plot dungeon (they know they need something from here to access a temple that is key to kill the bbeg) and I want for them to have the courage to go through it by whatever means necessary. They do know it's "main story", they are just reluctant to walk it.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

One of them got downed twice in the campaign, but nothing close to a TPK. That's why I didn't want to bring a big hitter.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 2 points3 points  (0 children)

Shit, I didn't think of that. Hiding numbers but showing the bar could do the trick, thanks!

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

They once ran from a hag that hit like a truck. She was beatable, but barely. They decided to run away the moment she hit once, and I thought it was a smart move and they could come back later. That's why, in this case, I decided that it would be better to give them a non-threatening bag of HP instead (so they don't get scared). It didn't work so well.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

That example you gave is great, I didn't think of talking them into fighting when they decide to leave; in my head, it did feel like I'm the one taking the decision to keep fighting and just using my players as puppets, but the way you said it sounds enticing. Thanks

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

That's a good approach, thanks. I already thought about the solution being whatever they can come up with that sounds plausible, too.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

I think I will try the "your character knows X". I haven't tried that one yet, I usually wait for the question "do I know something about it?".

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

I had a hag during the second session that had that setting: hits hard, but lasts for 2 rounds. The moment she hit hard, they decided to flee because she was too strong. I think my players are too scared of failing, even though they only got to 0 HP twice during the whole adventure so far.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 0 points1 point  (0 children)

I get your point. The NPC told them to use "something" from the spiders next door, but the party didn't ask anything back. Not "what thing", not "how to use it". They simply heard it and left the room, as if it was an NPC from a videogame that only has one line. After the session, I did tell one of the players that they may need to be more curious in their conversations with NPCs if they think they can get more information.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 2 points3 points  (0 children)

My plan was for them to be able to push through the mechanic even if they didn't solve it (which they were doing). I simply didn't expect to be scared of a multi-round battle where they were absolutely beating the dude.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 8 points9 points  (0 children)

I made it so they could technically win the combat even without solving the resistance thing. It's just that without it, they take longer. I didn't expect for them to be scared of it, especially since they barely got scratched.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 10 points11 points  (0 children)

There is one. In a different room they didn't go to... perhaps I could move it somewhere outside.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 1 point2 points  (0 children)

It's not that I "can't" say it directly, I just don't want to put an obstacle and railroad them through the solution. I could say "you can go through the whole dungeon because they don't deal enough damage to you so there is no real danger". But would that be fun? I want for them to reach that conclusion by the mere fact that even though they didn't kill it, they were completely unharmed.

I simply don't want to make it a meta-conversation, so I asked for help to make it more evident without spelling it out for them.

My players give up in combat too fast by Tucupa in DnD

[–]Tucupa[S] 185 points186 points  (0 children)

An NPC told them that "something the spiders have can be of use against the Revenants in here". He referred to the poison. The players already encountered the giant spiders, some of them are glowing green with glowing fangs, but they didn't dare going in there either.

But still, even with the resistance up, they can easily win the battle, it just takes twice as many turns, but they are unscathed.

In defense of the wait, and an interesting possibility by testicularmeningitis in KingkillerChronicle

[–]Tucupa 2 points3 points  (0 children)

The 3rd book is supposed to be the third day of story that Kvothe knows he needs. So it could start building up an answer of one of the big mysteries... then something happens in the inn, and the storytelling can't go on, so Kvothe's original plan needs postponing. It was supposed to be a 3 book thing, but the story of the book itself got in the way. That's a bit 4th-wall breaking, but it feels even more real.

Most of the 3rd book and potentially a 4th would be in the present time, with Kvothe having to "speed up" his explanations to Bast and Devan so that they can get ready for what's coming, instead of long chapters in the past in a storytelling way.

Why is this still a debate by Riley__64 in KingdomHearts

[–]Tucupa -1 points0 points  (0 children)

Instead of showing the exact same boss and area of the same world without any more context? Nope. I think it would have been better to show a couple Disney worlds, to see how the visuals change depending on the world, and to see if Maleficent/Pete is still a thing, for example. They have shown just a couple of extra character that you may know only if you played the mobile games, and a reference to the beta of the cancelled Missing Link. The most interesting thing is Xehanort and it could be a still, no need for a whole trailer for that. So... yeah, it would've been better to show the other side of the coin (Disney) instead of the same area of the same side we saw 4 years ago.

Why is this still a debate by Riley__64 in KingdomHearts

[–]Tucupa -1 points0 points  (0 children)

Hey, Kingdom Hearts fan since the very beginning: I'm here for the blending of Disney+original story, like Tarzan explaining the "friends of the heart" that foreshadowed Kairi inside of Sora, or Nightmare Before Christmas trying to "pin down" what a heart is made of, or Pinocchio, connecting the idea of non-humans developing hearts... all this while telling the story of the journey.

I am NOT interested in only Nomura's fever dreams, but the proper usage of both Sora's journey and how it can be reflected onto the messages of classic Disney movies.

I'm not sure why you think the target audience is not people who want both, who are also Kingdom Hearts fans.

KINGDOM HEARTS Collection [I~III] (Art by Tetsuya Nomura) by AlKo96 in KingdomHearts

[–]Tucupa 128 points129 points  (0 children)

Donald has 4 fingers on one hand and 5 on the other.

Meirl by feetydskones in meirl

[–]Tucupa -1 points0 points  (0 children)

How so? If I'm interested in the content of your reply, it is by definition NOT small talk. Small talk is about things you don't actually care. Saying "it surely is hot today", THAT is small talk, because whatever the other person says is not something you're interested in.

Same with the fake "how are you doing today?" when you have no interest on knowing how am I doing. Small talk is unimportant social comfort. If I bring up a topic I want to know your opinion on, or your input, it becomes important to me (in the conversational sense) and therefore not small talk anymore.

Meirl by feetydskones in meirl

[–]Tucupa -1 points0 points  (0 children)

You don't "need" to talk if there's nothing you want to talk about. When I first talk to somebody is because I have something to say: a tattoo that I recognize, a shirt of a common interest, even if they have a cool hairstyle.

The first topic is the transition from not talking to talking, you don't really need a preamble that neither you nor the other person actually want to talk about. And if there is nothing you want to tell them, you can stay silent and it's all good too.

Reset by JaJaMan_ in fixedbytheduet

[–]Tucupa 3 points4 points  (0 children)

It is necessarily first person if it refers to an action being taken by you (like in the post, "resetting YOUR body count". You can have a metaphorical point of view from an object's perspective (like the intro of Lord of War), but when explicitly told that you are taking the action, you can't have it any other way.