Skip to main content

Thursday Night Pathfinder: How Do You Deal with Missing Players?

Thursday nights we have a group of six players that plays Pathfinder from 6 to 9:

  • R, who plays Corrail
  • C, who plays Felix
  • S, my daughter, who plays Victaerus
  • B, who plays Caleel, the new human cleric
  • A, who plays Nickolai the half-orc barbarian
  • B, who plays The Druid
Last night we only had 3 of the 6 players show up, and even one of those was 20 minutes late.  One player had told me in advance that he would be out, one player got stuck at work due to a no-call, no-show, and one I haven't heard anything from.

This comes one week after we had to cancel our previous game due to 3 players being unavailable.

From a GM perspective, missing half the party is pretty much a non-starter.  Usually missing half the party also means either the rogue or the healer is missing, which is a recipe for a TPK.  So last night we waited for an hour to see if anyone else would show up and then packed up.

In general, my policy is that if you don't show up and don't contact me for three sessions in a row, you are going to be replaced.  Unfortunately one of my players has reached that point now, and I need to pass along the bad news.  I've already sent word through to see if I can get another player in on Thursdays.

So, here's the big question for the readers:  how have you seen other groups deal with players missing sessions?

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

An Analysis of Two House Rules in 5E: Disadvantage Shooting into Melee and Flanking

 A game I am currently playing in is using a couple of houserules that Pathfinder players will be familiar with adapted to 5E. Given the nature of these rules, I wanted to investigate how much they affect play, in particular, how much they favor melee over ranged attacks vs base 5E. The rules can be summarized as follows: An attacker firing at a target engaged in melee combat (i.e. threatened or threatening a target with a melee weapon) has disadvantage An attacker flanking a target with an ally (i.e. an ally is on the opposite side of the target) gains advantage on their attacks. These rules should not be confused with existing 5E rules: If you're using a ranged attack (Ranged Weapon like a bow, throwing a Melee Weapon with the Thrown ability, using a spell that makes a Ranged Spell Attack), if there is an enemy next to you, you have disadvantage on that attack. Certain feats or class features might negate that penalty, but by default, you the attacker are distracted and suffer di...