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9 months ago ::
Sep 13, 2012 - 3:36PM
#101
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Date Joined:
Jun 14, 2009
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I am generally in favor of letting players know the following, right up front:
- When monsters are minions
- When monsters have threatening reach
- When monsters have an aura that probably includes visible effects
- What equipment monsters have, or obivious natural weaponry
That doesn't preclude taking a displacer beasts stats and putting them on an eladrin. Nothing wrong with that. I don't think that's "gotcha" tactics, and from context I don't believe Centauri does either. But putting a big nasty fig on the board and letting PC's think it's extremely dangerous, so they hurl a huge high level daily at it, only to find out it was a minion....that's "gotcha" tactics designed to make your players feel stupid. It's right up there with half of the crap I hate about the original Tomb of Horrors mod.
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9 months ago ::
Sep 13, 2012 - 3:43PM
#102
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Date Joined:
Aug 22, 2012
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Dang, based on your last post I thought we were more sympatico. I can't recommend "gotcha" tactics like that.
I suppose they could be considered "gotcha" if you do something completely ridiculous (ie, when facing four goblins and a bugbear, one goblin in a loincloth randomly has the stats of an ogre), but I consider it on the table for a few reasons.
For one, I feel little obligation to hand over a label in lieu of a compelling description of the ongoing scene. There was a great example in the 2e DM's guide about two encounters with ogres, one where the ogre label was explicitly used and one wasn't, and showed how just by leaving the name ambiguous the tone seemed much more uncertain and threatening (What are those things blocking the bridge?). That example stuck with me all these years and is one I love to invoke at the table whenever possible.
On a second, more practical matter I find it unnecessarily constraining from a mechanics standpoint if I am running a gnoll-themed adventure and want to cap my story off with a showdown against the gnoll warlord, only according to the numbers I ought to be pitching an EL 11 at the players and there aren't a lot of good gnoll options at that level. I'm perfectly amenable to slapping an ogre warhulk's stats into the gnoll warlord so that I'm not having to fill the encounter with loads of other monsters to meet the appropriate challenge. It saves me from having to build a custom monster from scratch while also throwing a curveball to the guy who assumes "Ah, this must be just another Gnoll Demonic Scourge, this is going to be a cakewalk".
My argument against randomly sprinkling in crazy traps is that it turns players into paranoids and slows the action to a crawl. Not outright saying "Monster X" should just cause a character to pause and size up the foe, which is what most people do naturally when facing something that could potentially cause you grievous harm.
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9 months ago ::
Sep 13, 2012 - 3:54PM
#103
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Date Joined:
Aug 22, 2012
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But putting a big nasty fig on the board and letting PC's think it's extremely dangerous, so they hurl a huge high level daily at it, only to find out it was a minion....that's "gotcha" tactics designed to make your players feel stupid.
It's right up there with half of the crap I hate about the original Tomb of Horrors mod.
I do draw a distinct line at the table between withholding information (especially from those who rely on passive Insight / Perception v. specific skills) to surprise the players and deliberate deception. That isn't to say that NPCs should never deceive the PCs, but the DM should never deceive the players.
To illustrate, having a Gargantuan creature turn out to be a minion is incredibly cheap and silly. However, if the purpose of the encounter is to stop the evil overlord from fleeing his lair through the old catacombs as his castle burns down, it only makes sense for the overlord to change out of his sinister robes of evil-doing into some plain chainmail (probably the exact same kind his guards use) to better slip out amidst the chaos (though a fair DM ought to give players a chance, like letting some sharp-eyed PC with high Religion note that one of the guards has an intricate tattoo of the overlord's god on his arm).
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9 months ago ::
Sep 13, 2012 - 4:08PM
#104
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@ Kerapalli: I'm probably a bit more "transparent" a DM than you are, but you have some good ideas. Please post more often!
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9 months ago ::
Sep 13, 2012 - 4:14PM
#105
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Date Joined:
Jun 12, 2009
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@ Kerapalli: I'm probably a bit more "transparent" a DM than you are, but you have some good ideas. Please post more often!
Agreed, he gets my vote for "Favorite New Poster" haha.
One thing you might try is to up the effects such as slow, daze, freeze, etc that prevent some players from acting and thus make the party one gun short.
Of course, that's not my first advice but.......
We summoned a devil once. All we used was the D&D books, too. It was pretty kwazy.
God of Arrested Development and Intelligence  Resident Left Hand of Stalin and Banana Stand Grandstander Pie-Cooling-On-A-Windowsill of the House of Trolls In the morning HK'll be sober but you'll still be a meatbag. I know I misspell "Danke" in my posts. It's an inside joke. "Ten cents gets you nuts." -George Michael Spoiler:
Show
''Being president is like running a cemetery: you've got a lot of people under you and nobody's listening.'' —Bill Clinton
You are not a moral man. There are not enough middle fingers in the world for you.
Actually, Santa just didn't like you. However, you weren't on the Naughty List, so he had to give you something "better" than coal.
I'd take coal. Heating your house is expesive, and engery cost arn't going down.
Mabey if i beat enough homeless people, i won't have to be cold this year. 
"Heroes"...I wish I had those. I remember in my first-ever campaign one PC went around shootin all the unconscious baddies in the head to gain Dark Side Points...
Whaaaaaat?!??
Wow...way to waste perfectly good potential slaves.
Er...no wait I mean..uh...something not evil!
(Quotes screwed up on the next one, won't give the poster's name. It's in the Best Lines thread on the D&D forum)
First, an experience from a game I played in a few years back. Our DM didn't like 3.5 as a whole but liked parts of it. So he hands us a big ass rules packet for his modified FR campaign, complete with quotes from important NPC's on the front. I can't remember most of the HRs, just that some how gods like Cyric and Bhaal existed at the same time, despite the obvious problems there. In the end the game became a problem more because of the railroading than the HRs, but it ended with this classic line, after our ranger tried to disarm the strange woman following us WITH HIS BOW: DM: You just killed (insert random noble sounding name here) JP: Was she important? Jack: Dude, she's quoted on the front of the rules packet!
"Why in the wide,wide, world of all things irrational would I help you? -Daniel Jackson "Fun will now commence." -Seven of Nine
"Excellent."
-Mr. Burns.
Whey is a crotch.
Cut the last encounter on your way out after dealing with the Darth. He's the BBEG. Treat him as such. Play up that Darth Revan is THAT much of a badarse. When the shuttle landed, I had no less than 13 JEDI MASTERS step off the shuttle. The PCs were slack-jawed. After the meetup with Bastila (as she's carrying Revan's body), only TWO jedi masters remained with her. Let me tell you, the player whining about not getting to fight Revan himself shut up pretty quickly when he saw that.
There's so much you can do with insanity, especially when it has alot of resources.
1. Cleric cast protection from fire on Tank. 2. Tank goes in and get surrounded by enemies. 3. Wizard cast fireball and blows them up. 4. ??? 5. Profit
I go by the saying," If it ain't friendly fire then it's not working."
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9 months ago ::
Sep 13, 2012 - 5:10PM
#106
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Date Joined:
Aug 22, 2012
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@ Kerapalli: I'm probably a bit more "transparent" a DM than you are, but you have some good ideas. Please post more often!
Much appreciated!
To change tack a bit, another way to keep players on their toes isn't just to have alternative goals in an encounter, but also to have dynamic goals. Have things change on the fly that force them to rethink their strategy. It's pretty easy to do with a simple pass-fail dynamic (which you can expand significantly to fuel further encounters / skill challenges / adventures).
As an example, let's say our evil overlord is trying to open a portal to somewhere bad. The encounter goal is to Stop the Ritual (and construct the setup so that a player with a good Arcana or Religion check can tell that time is of the essence, forcing them to hurry / accept attacks of opportunity / use suboptimal positioning to stop it). If they win (pass), the overlord attempts to flee as the temple collapses, creating a Cross the Room goal (with lots of fun traps / hazards etc). If they lose (fail), the portal opens and blood-crazed vampire spawn start spilling out, eager to feast on the nearby lands. The spawn are so eager to break free that they mostly ignore the PCs in their rush to the greener pastures, forcing the PCs to trade off between preventing the spawn from spreading (Hold the Line) and shutting down the portal (Disable the Device). Since they already failed once you can assume that the overlord gets away to cause havoc another day, and if they fail the Hold the Line goal then they have to deal with a vampire infestation later in the campaign. Integral to the setup is that one encounter flows seamlessly into another, creating what is essentially one big encounter with two "phases" depending on their performance in the first phase.
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9 months ago ::
Sep 13, 2012 - 9:25PM
#107
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Date Joined:
Mar 22, 2011
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I once plotted the probabilities of getting 3 failures before N successes for a range of probabilities of failure. This, of course, was to see how sensitive skill challenges are to the chances of the PCs failing the skill checks. What I got from this was a series of curves that looked like flattened, stretched "S"s. The low ends were flat against 0, meaning that below a certain chance of failure the probability that a party acting optimally would fail was next to 0. The high ends were flat against 100, meaning that above a certain chance of failure, there was nearly a 100 percent chance that the PCs would fail completely. In between these two extremes, on every plot, was a sharp slope representing the "middleground." The steepness of this slope, for every one of the curves was extreme, indicating that the "knife edge" between "trivial" and "impossible" is so narrow that it cannot be relied on. It is so difficult to reliably give a group a skill challenge that is merely "challenging," that one should not bother.
Now you're speaking my language! A while back we were playing a game (not D&D) where it was often possible to multiple d20's and take the highest result. Somplace I've got a spreadsheet of probabilities for meeting varius DC's with various numbers of dice that I made for the group, and another one that another player made with the same information because she didn't like my presentation style.
Retreat, yeah sure, but I've never seen a group retreat when they should. If they ever do retreat, it's usually too late for at least one of the characters.
I have. Once. We reetreated from the Ghost of Sir Keegan in Keep on the Shadowfell after failing the skill challenge with him and then having him wipe the floor with us. It was a rather exciting retreat that involved dragging unconscious party members, then improvising a way to seal the door.
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9 months ago ::
Sep 14, 2012 - 10:48AM
#108
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Date Joined:
Jul 21, 2004
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For one, I feel little obligation to hand over a label in lieu of a compelling description of the ongoing scene. There was a great example in the 2e DM's guide about two encounters with ogres, one where the ogre label was explicitly used and one wasn't, and showed how just by leaving the name ambiguous the tone seemed much more uncertain and threatening (What are those things blocking the bridge?). That example stuck with me all these years and is one I love to invoke at the table whenever possible.
I see this as a problem for the same reason I see random traps as a problem. Instead of just dealing in a straightforward manner with a straightforward monster, they act overly cautiously as they try to work out what they're facing. In addition, my experience has been that even good description can fall short. My PC was once told he was facing a dog-faced humanoid. I assumed it was a kobold (which is mainly my mistake, as I don't think they were ever dog-like except in their yippy language) but it was actually a gnoll and much tougher than I expected. I wound up taking an action that someone who was actually in the scene probably would not have taken. I think description is important, but sometimes labels and mechanics are needed to augment it.
I'm perfectly amenable to slapping an ogre warhulk's stats into the gnoll warlord so that I'm not having to fill the encounter with loads of other monsters to meet the appropriate challenge.
Sure, I'm all for that sort of thing
My argument against randomly sprinkling in crazy traps is that it turns players into paranoids and slows the action to a crawl. Not outright saying "Monster X" should just cause a character to pause and size up the foe, which is what most people do naturally when facing something that could potentially cause you grievous harm.
What options do you give them in terms of "sizing up"? Just monster knowledge checks? Me, I figure defenses, damage output, attack bonus, and hit points are more or less visible, so I provide those if asked. I generally don't dump that all on them, except to bracket the defenses, which speeds up attack resolution.
Further discussion should probably should go in another thread.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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9 months ago ::
Sep 16, 2012 - 12:06PM
#109
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I tried to send this via PM but kept getting a weird error message. Anyway, here it is, a spin on something I was already working on for a future game. It's got aboleths in it. Not sure how you'll fit it in. Let me know if you think this would be challenging. It's built for 6 6th-level PCs. dl.dropbox.com/u/21183016/Gaming%20Publi...
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9 months ago ::
Sep 17, 2012 - 10:43AM
#110
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Wow Iserith, this is just incredible. Thanks so much for spending the time and effort it took to come up with it, and the formatting is pretty too! I'm certainly going to try and run this, hopefully the PCs will progress far enough tonight to get to where i plan to drop it into the campaign. Not only that but it pretty much fits perfectly with the campaign fiction. I like the mass mark effect of the skulls and the whirlpool effects. The lgiht and dark tiles make positioning a lot more important, and should make them think twice about their normal flank and swarm tactics. Also, one of the players is an aquatic elf, which is nice because the whirpool should give her a chance for that aspect of her character to shine. Hopefully they'll take the route of disposing of the skulls, these characters ten to favor direct combat over skill usage normally. And I know at least the battlemind is going to go straight for the aboleth, as she has a bit of a bone to pick with the far realm. Thankfully though, the artificer in the party likes to arcana check everything that exists, so he should be able to provide the party with the information that they need to focus on the skulls or removing the aboleth from the whirlpool or both. In any case though, my game is tonight at 6 central time zone, so i'll be on to post the results of all the advice and ideas I've gotten from this thread either tonight or tomorrow morning. (Borderlands 2 happens at midnight, so i may be a little tied up until my supply of energy drinks and cheetos runs out.) Thanks again to everyone who posted ideas. I'll admit, I've been a lurker on the forums for a couple of years, and hadn't gotten up the courage to post until a little while ago. Thanks to such an awesome community and the great and helpful responses i got, I plan to become as active of a member as possible. So until later friends. Happy gaming.
My monday night wouldn't be half as cool if DnD didn't exist.
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