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1 year ago ::
Jan 04, 2012 - 12:29AM
#11
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Date Joined:
May 13, 2009
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Hardly. It's not a case of "You did something reasonable, but I'm still going to kill you."
A Heroic Tier character willingly engaging with an Epic level Balor that has only seconds ago been described as "you cannot possibly hope to even give it a papercut and it will murder you in an instant" is on par with "You see a pool of lava" -> "I take a refreshing dive".
Epic Dungeon Master Want to give your players a kingdom of their own? I made a 4e rule system to make it happen! Your Kingdom awaits!Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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1 year ago ::
Jan 04, 2012 - 6:17AM
#12
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I do this sort of thing occasionally, sometimes with great results. The key is to be willing to accept the consequences as a DM. When I introduce a Death Knight in a scene with a 2nd level party I am fully prepared for a TPK if the players are foolish enough to fight it. I will try to find story based ways of not killing the whoile party, for instance the Death Knight melted the clerics holy symbol with a Shatter spell (this was 2e D&D), and rode away laughing. If that fails to deter the party however, I am fully prepared for a TPK, and either end the campaign or search for some way of continuing after the fact. I have in the past killed the party and started a new campaign where the villain from the previous campaign had successfully achieved his goals, and the world was a very different place. Show you are willing to do this, and warn your players about it ahead of time, and I doubt you'll see as much foolhearty behavior in the future.
Kalex the Omen Dungeonmaster Extraordinaire Concerning Player Rules Bias
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Gaining victory through rules bias is a hollow victory and they know it.
Concerning "Default" Rules
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The argument goes, that some idiot at the table might claim that because there is a "default" that is the only true way to play D&D. An idiotic misconception that should be quite easy to disprove just by reading the rules, coming to these forums, or sending a quick note off to Customer Support and sharing the inevitable response with the group. BTW, I'm not just talking about Next when I say this. Of course, D&D has always been this way since at least the late 70's when I began playing.
My First D&D - 1979 D&D Basic Set (6th Printing)
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1 year ago ::
Jan 04, 2012 - 5:38PM
#13
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My experience with these encounter types stems form video games like Yggdrasil Labyrinth/Etrian Odyssey and Final Fantasy XII, wherein there is always some sign before you are attacked that this is no ordinary monster and wherein escape, tho' not always easy, is always possible (tho' one-hit-kills pose less finality when you control an entire party and you have means to revive members later). The narrator should NOT interrupt play to tell the players straightly, "you'll die if you fight this"; instead let the game SHOW their characters what the beast is BEFORE the choice arises. Similarly, AVOID beating them over the bean with it; they should feel somewhat clever for correctly interpreting your hints/warnings. If they die, they earned it. One recommendation is to have a tough, nasty monster the party has encountered before, and defeated with difficulty, fleeing in horror before the beast (as in the LotR movie). Perhaps the beast decimates the previously nasty monster using the same move it will use against the party if given the chance. Preferably one hit would reduce characters to 1 hp rather than killing them; THAT is their "Are you sure?" Encountering the same monster later in the campaign and having a chance against it would show them how much they've grown. In fact, there is a nigh-20-minute video on this aspect of game philosophy complete with examples, humor, and frequent swearing here. It uses video games, but it applies here as well.
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1 year ago ::
Jan 04, 2012 - 10:39PM
#14
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Date Joined:
Mar 29, 2005
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The narrator should NOT interrupt play to tell the players straightly, "you'll die if you fight this"; instead let the game SHOW their characters what the beast is BEFORE the choice arises. Similarly, AVOID beating them over the bean with it; they should feel somewhat clever for correctly interpreting your hints/warnings. If they die, they earned it.
I agree with this. As they say in regards good storytelling, "show, don't tell."
I've put an "unbeatable" enemy in front of my party before. It was Raz'Thel, the lord of all demons, who is, in D&D terms, essentially a god. He can't be touched by anything from characters below level 21 (the party was level 9), and can never be killed under any cercumstances. The party KNOWS this, and still chose to fight for a full round so that the NPCs they were rescuing could get away. They got pretty wrecked for it, but no one died because even Raz'Thel can't one-shot them. Plus, Invokers are crazy-good at getting the party into full retreat mode.
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
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1 year ago ::
Jan 08, 2012 - 10:57AM
#15
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I agree with what Salla says earlier. If the PCs really have no chance against the threat in combat, then it's not a combat encounter. I wouldn't present it as one. Instead, how about a skill challenge? The PCs might be able to negotiate (if they're lucky  ). Most likely, they'll run away (and get chased). I think about the Millenium Falcon vs. Star Destroyer. Han didn't really consider going toe-to-toe, instead he chose to essentially duck and cover. Han wasn't as lucky as he thought however, Bobba Fett had seen that trick before . . .  .
/\ Art
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1 year ago ::
Jan 08, 2012 - 8:03PM
#16
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to be fair, i think that it's silly to arbitrate that the players can't engage things too powerful for them to deal with in a combat encounter. Combat is fighting, not winning, i see this as being run as a combat encounter with a not-kill-the-monster objective.
Consider this for a combat encounter:
The Players are leaving "Moria" and the balor's tailing them on the way out, only sadly, this group ain't got no gandalf to deal with the problem. Instead, the creature is inherenty slow, and has been edited to not have any powerful ranged attacks (maybe the city is it's prison, and it's powers are restricted within). Meanwhile rubble is falling and the entire area is breaking down into carnage from the collateral damage this thing's presence/raging ambience is causing.
The objective of the players is to reach the exit before the super powerful entity catches up with them, of course if this is anything like Moria from LOTR, then the balor isn't the only thing living here, other more appropriate level creatures are here, many of which are fleeing as well, or going mad in the chaos- those behind the players that find themselves in the creature's path are examples of what happens when it catches up with them, those in front serve as obstacles for the players to deal with as quickly as possible so they can keep moving. Rocks can appear randomly each round/turn/whatever to emphasize the fact that they're falling, you might even let small chunks fall on players for a little damage, regardless the terrain should gradually be getting more difficult to navigate with every passing moment.
oh and the rocks don't hinder the great lumbering entity at all, you describe him effortlessly smashing his way through them as the players continue to scrabble over and around them. The entity can launch ranged attacks, but these are weaker than they should be, equivalent to the strikes of a strong monster of their own level. Make sure you show the players why, that the power is withering as it crosses the space between them, that the wards on the walls are flashing with the strain of absorbing as much power from the spells as possible- before they get the wrong idea. heck maybe the ranged strikes are stronger the closer he gets, increasing the sense of urgency to get away from him.
Running this, the most important thing to remember is to identify their objective very clearly, you could have an NPC shout at them to run, describe the exit as being the group's only hope, and try to make it represent life and freedom. give them a feeling of dread that out does anything they've ever faced, makes them tremble with wild-eyed fear. contrary to what people here believe, the narration can make it clear enough what they're supposed to be doing for the players to make an informed judgement on their course of action. if they decide to run in headfirst, gung ho anyway?
not your fault they ignored your very clear narration of the situation
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1 year ago ::
Jan 10, 2012 - 5:19PM
#17
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Date Joined:
Oct 18, 2009
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I have players very similar to what it sounds like you are describing, in the fact that they will put their head down, windmill their fists, and charge, sometimes before I get the villanous monologue (a beloved tradition around our table.. DMs have been awarded prizes for good ones!) over with.
And even THEY would get the hint, when I showed them the picture of the Balrog, then said something like...
"The creature roars mightly, lashing a scourge of hellfire. In it's other fist is gripped what appears to be solid bolt of lightning, which crackles and hisses. The stench of ozone and sulfer fills the air, and the very air around the hell born nightmare ignites and burns, small flames licking across your armor, even at this distance. Closing to melee range with this creature would no doubt char the skin from your bones.
What are you doing?"
ANd hey... if they didn't, I assume that is their subconcious vote to change characters and campaigns!
So many PCs, so little time...
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1 year ago ::
Jan 11, 2012 - 11:44PM
#18
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Adding to The-Magic-Sword's description, perhaps the main thing slowing it down is a wrapping of eldritch chains it trails from its prison deep below. One actions a PC could take is to magically charge the chain or spike the end of one of its chains to ephemerally slow its advance.
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1 year ago ::
Jan 12, 2012 - 9:20PM
#19
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Combat is fighting
Exactly. This isn't a fight, it's a slaughter.
Another day, another three or four entries to my Ignore List.
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1 year ago ::
Jan 12, 2012 - 11:03PM
#20
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Date Joined:
Jul 18, 2009
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I agree that it shouldn't be presented as an encounter. I've had success with these types of situations in the past by presenting them as skill challenges. Ideally, the group will use their skills and abilities to escape from the situation. If they decide to stand and fight, you can have the monster counter-attack (no roll necessary) and drain a healing surge or something. They'll get the hint pretty quickly. But even if they go toe-to-toe with the monster for a while, that's not the end of the world, either: just have their successes in combat erase one of their failures to escape. It's like a covering action, you know? Everyone's doing their damnedest to get away, but one character turns and squares off against the monster, determined to keep its attention, if only for a minute.
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