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FAMOUS LAST WORDS: "It wouldn't be here if we weren't supposed to fight it."
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<blockquote data-quote="Dorian_Grey" data-source="post: 7173220" data-attributes="member: 6801878"><p>In general I usually provide a ton of clues. In this case, they had already had a tussle with a few thugs and walked away badly bruised. In yet another case of idiotic behavior, they had been asked by a merchant to watch an empty warehouse. If someone showed up to rob the place, they were asked to observe and take notes, follow but not engage. The merchant was trying to smoke out a mole and didn't trust the people who worked for him. </p><p></p><p>The PCs decided to engage, and got smacked hard for doing so. </p><p></p><p>This was after asking for something more "socially oriented." Anyway, they barely survive the thug encounter, and decide that the best course of action is to find out what the merchant knows and then figure out where the Guild is. Knowing that a few thugs could cause some pain, they then decide that the best case scenario was to charge straight into the guild's front door. Yeah stupid is as stupid does.</p><p></p><p>Edit: The PCs were first level. The ask by the players was for me to do an urban encounters game. Light on armor and weapons. The fighter was using a rapier/dagger combo and leather armor and he was their front line. They - the players - specifically said they wanted more "opposed skill checks" vs combat in the game. The VERY first game in this campaign, they are gathered by the merchant who is looking for "skilled gentlemen and ladies who can help investigate a situation" - not fight. Not kill. Investigate. Skill for that and everything. I made it clear I'd give XP for "encounter resolution" and resolution would be defined as moving past the encounter to whatever is next - not killing everything. </p><p></p><p>In the case of the warehouse, the resolution for the encounter would be to make a few perception checks and pick up on the clues the thugs had on them. Then figure out a plan to follow them. Heck I would even allow a little combat with the mole (who was the merchant's quartermaster). Let the fighter get in some fancy sword work against the treacherous scum. </p><p></p><p>They then decided to turn everything into a combat encounter. Not my problem.</p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 7173220, member: 6801878"] In general I usually provide a ton of clues. In this case, they had already had a tussle with a few thugs and walked away badly bruised. In yet another case of idiotic behavior, they had been asked by a merchant to watch an empty warehouse. If someone showed up to rob the place, they were asked to observe and take notes, follow but not engage. The merchant was trying to smoke out a mole and didn't trust the people who worked for him. The PCs decided to engage, and got smacked hard for doing so. This was after asking for something more "socially oriented." Anyway, they barely survive the thug encounter, and decide that the best course of action is to find out what the merchant knows and then figure out where the Guild is. Knowing that a few thugs could cause some pain, they then decide that the best case scenario was to charge straight into the guild's front door. Yeah stupid is as stupid does. Edit: The PCs were first level. The ask by the players was for me to do an urban encounters game. Light on armor and weapons. The fighter was using a rapier/dagger combo and leather armor and he was their front line. They - the players - specifically said they wanted more "opposed skill checks" vs combat in the game. The VERY first game in this campaign, they are gathered by the merchant who is looking for "skilled gentlemen and ladies who can help investigate a situation" - not fight. Not kill. Investigate. Skill for that and everything. I made it clear I'd give XP for "encounter resolution" and resolution would be defined as moving past the encounter to whatever is next - not killing everything. In the case of the warehouse, the resolution for the encounter would be to make a few perception checks and pick up on the clues the thugs had on them. Then figure out a plan to follow them. Heck I would even allow a little combat with the mole (who was the merchant's quartermaster). Let the fighter get in some fancy sword work against the treacherous scum. They then decided to turn everything into a combat encounter. Not my problem. [/QUOTE]
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