Well STAT, lesse here
From what you've posted so far it seems like that's sometimes the case but in others it kind of grates you a bit and you have to "teach the players a lesson."
Well, partially correct here. That it got on my nerves at a point is right, but it's not so "much sometimes this, sometimes that" as it's "By now, they've done enough things so that my oversight is strained".
Sure, easygoing should mean less concern about consequences. But at a certain point it doesn't make any sense.
There should eventually be a repricusion. I'm partially right here, the other part is made up of me not being a 100% used to this easygoing stuff.
Like that whole druid-forest encounter, was there a reason that the druids had to be so powerful that the player's only option was to turn back?
Quite, when taking into concideration the local fauna and the fact that the 8 Druids that faced them where the only ones out of aprox. 40 druids judged by the council to succed against these trespassers. As I said, I counted on them making the clever move and not advance further. They expressed profound interest in capturing the first druid, with the reasoning "He'll tell they others and then we'll be so dead". Quite true. When the first druid then escaped and the weather turned bad, I hoped they could have put two and two together. It wasn't like it was too hard to figure out, they practically said it themselves. But Garg, oh Garg. Kudos to the guy playing him though, I've seldom seen an Int 4 character played so well.
Correct me if I'm wrong, but it seems like your plan to show your players the worth of spell casters is by having spell casters kick their asses.
Close enough. Not on a regular basis though. The necromancer was a point I wanted to make quite clear beforehand. This might be easygoing, but if you don't care about in what situation you act, you're bound to screw up eventually.
I doubt you'll be able to correct their misconceptions on spell casters by beating them severely.
On a regular basis, I agree that it would lead to irritation and agression. Not what you're aming for as a DM, at least not as a decent one.
But in the case here, it worked like a charm
I came down to the bottom of my Warlock players annoyance at spellcasters. He's used to blaster mages.
Ergo, it's not suprising that he's annoyed when they run out of spells. Evokers tend to cast a spell each turn and then... well.
Stuff is dead, but he's wasted many spells.
Today, I heard the following:
"So, I heard what you said about spellcasters and thought you were wrong. But no, battlefield control is where it's at. Come on, I mean we had a really though fight with that druid because of it. There's gonna be a difference in oppinion even if I listened to begin with, but I saw what it did and seriously."
Paraphrased, I can't remember the exact quote.
My recommendation is to adapt to their lack of spell casting.
That I did to a degree. The Warlock got the most usefull utility spells as scrolls. In combat, you can manage without a spellcaster generally, but situations when spells like Remove Curse and Neutralize Posion are needed and avaible it's really neat.
Another thing, my loot drop have been ridiculous. I thought they needed it. I'm nowhere nere this insane with loot normally, but a
few things they've aquired:
Amulet of Natural Armor +3
Bracers of Armor +5
One of each mental tomes (+2)
When the Tiefling daggerthrower player dropped out, they killed her character. In goes a +4 Dexterity Gauntlet of Infinite Blades, a Cloak of Resistance +2, a ring of Protection +2 and a pair of Boots of Speed onto the monk. Had it been a Unarmed Swordsage, I'm sure the Greater Blurring Mithrail Chainmail +2 would have found a new owner quickly aswell.
In my most recent campaign I let everyone pick whatever classes they wanted to play and not to worry about having any "necessary" class. This left the group without a trapfinder. What did I do? I put in less traps
Very commendable
They lack a trapfinder, so I've only had one location that was protected by traps. There, however, the not so Int 18 wizard tried to solve the puzzle by ignoring the text. One trap activated. He continues, setting of another 4 traps all in all.
Here I made a mental note to skip puzzles when he's around. He doesn't like them at all.
Sure, I can make sure of that, no problem. Just testing the water.
I admit I'm not even close to being as adaptive as I'd like to be. I'm a passable DM, but nowhere nere a good one without it being a serious campaign starting at the lower levels (1-6). I'm as I said, not used to higher.
But all in all, I think it worked out nice.
The Warlock player found acceptance of spellcasters.
The Ogre player rerolled a Drow Wizard (evoker, but he's quickly running out of spells and seems to learn that blasting isn't optimal).
The Monk player is just happy to be hit by Draconic Polymorph before ripping stuff to pieces.
And they all have fun.
Now, they're heading for a siege. There's a Holy Crusade (TM) out and about, which have laid siege against Blackspire (the chaotic evil city) and they've just paid of an Elf Rogue Wayfarer (as in a Rogue ex-member of the Wayfarer's Guild, not a Rogue/Wizard/Wayfarer Guide combination) to teleport them from Piratehaven (name pending) to a couple of miles to the city. This will get... interesting. Out of hand. Insane. Fun.
I'm very grateful for your critique/thoughts.
This campaign is turning out to be quite neat really.