So the other day, I had to do a TPK. It was really unfortunate.
The PCs were trying to make this trek through an underground dungeon as a shortcut, and they really made a mess of it. I described everything in perfect detail, and the characters knew that there were monsters there that could wake up if they made any noise. So what do they do? They poke around and pick up a sword, which I ruled caused some armor to rattle and make the monsters start waking up.
So now they're running, and they come into an enormous cavern. I had a bunch of low-level grunts in there, as well as some larger and more powerful monsters. I was hoping that the party would use mirrors on poles to scout out the territory, then use flaming arrows to create a distracting fire while the stealthy folks did hit-and-run tactics on the monsters. But no, they just ran right in, leaving me no choice but to send all the monsters in to attack them at once. They burned most of their good spells in that fight, and they ended up losing the party wizard when one of the monsters made a grapple check and pulled the wizard into a pit.
So the party escapes, now minus one wizard. I told them that they were in enemy territory. They knew perfectly well that there were monsters patrolling the countryside. But do they put on concealing outfits and camouflage to hide themselves? Do they go into stealth mode and make wilderness lore checks? No, they go on whining about their dead wizard -- and then there's some intra-party conflict, and the party actually SPLITS UP. You read that right. Middle of enemy territory, and the party SPLITS UP, arguing over magical items and saying that it was so unfair that the wizard died and now they couldn't finish the adventure.
I had the monsters ambush all of the party members simultaneously, since the party was doing all this whining and arguing and wasn't really paying attention. There was one fighter and rogue together, and I could have focused everything on the fighter, leaving the rogue alive, but it didn't really make much sense. I ended up killing the rogue first and then grappling the fighter and having my monsters swarm him.
Over in another part of the battle, there were a pair of little guys -- halfling bard and halfing fighter/rogue, both of them lower level because they were new characters. I considered ruling that the bad guys would want to capture them instead of killing them, but in the end, it just didn't seem fair. I had my melee grunts wade in and grapple them, and then my rogue monsters did sneak attacks to finish them off.
The party was now down to a human paladin/ranger, a dwarven fighter/barbarian, and an elven ranger/fighter specializing in archery. Since the party made no effort to conceal its abilities or powers, I had no real reason to make the bad guys play things stupid. The dwarf got engaged by some grunts with Expertise who soaked damage for a few rounds while archers with Precise Shot whittled the dwarf down into kindling. I didn't even try to hit the elf, who had a pretty good AC -- I just kept trying to sunder his bow. Once I got lucky on one of the rolls, the elf, whose player began whining about me being out to get him, was easy enough to grapple and kill with a raging barbarian grunt.
The paladin/ranger was the highest-level guy, but I had a whole lot of melee grunts, all of whom aided another on grapple checks, so that the rogues could move in and sneak attack. Every time he broke out of the grapple, I had the archers with Precise shot unload on him -- with 20 of them, one or two always hit, and since the archers were firing from concealed positions (it wasn't like they didn't have time to hide), they got to use Sneak attacks for their bow shots.
I don't think this attack was overpowering. The heroes ranged from level 2 (for the new guys) to level 7 (for the paladin/ranger and the elven archer), and the grunts were never more than 4th level, with most of them being about 2nd level, and were either fighters, rogues, or occasionally rangers. They didn't use any tactics that a reasonably intelligent person wouldn't have thought of while the party split up and wandered around complaining, but now my players think I'm a killer DM.
And I pretty much have to remake a campaign world now, since there was no real way to handwave the fact that the bad guys got ahold of the Ring of Invisibility that one of the players had (the least-powerful guy -- what kind of planning is that?) and brought it to their master, which I'd said right from the get-go would mean the destruction of the world, for all intents and purposes.
If my players hadn't been so stupid as to have their people split up, and if they'd used any kind of cooperative strategy during the fight itself, none of this would have happened. I just don't know what to do with them.
NB: Not aimed directly at Force-User.
The PCs were trying to make this trek through an underground dungeon as a shortcut, and they really made a mess of it. I described everything in perfect detail, and the characters knew that there were monsters there that could wake up if they made any noise. So what do they do? They poke around and pick up a sword, which I ruled caused some armor to rattle and make the monsters start waking up.
So now they're running, and they come into an enormous cavern. I had a bunch of low-level grunts in there, as well as some larger and more powerful monsters. I was hoping that the party would use mirrors on poles to scout out the territory, then use flaming arrows to create a distracting fire while the stealthy folks did hit-and-run tactics on the monsters. But no, they just ran right in, leaving me no choice but to send all the monsters in to attack them at once. They burned most of their good spells in that fight, and they ended up losing the party wizard when one of the monsters made a grapple check and pulled the wizard into a pit.
So the party escapes, now minus one wizard. I told them that they were in enemy territory. They knew perfectly well that there were monsters patrolling the countryside. But do they put on concealing outfits and camouflage to hide themselves? Do they go into stealth mode and make wilderness lore checks? No, they go on whining about their dead wizard -- and then there's some intra-party conflict, and the party actually SPLITS UP. You read that right. Middle of enemy territory, and the party SPLITS UP, arguing over magical items and saying that it was so unfair that the wizard died and now they couldn't finish the adventure.
I had the monsters ambush all of the party members simultaneously, since the party was doing all this whining and arguing and wasn't really paying attention. There was one fighter and rogue together, and I could have focused everything on the fighter, leaving the rogue alive, but it didn't really make much sense. I ended up killing the rogue first and then grappling the fighter and having my monsters swarm him.
Over in another part of the battle, there were a pair of little guys -- halfling bard and halfing fighter/rogue, both of them lower level because they were new characters. I considered ruling that the bad guys would want to capture them instead of killing them, but in the end, it just didn't seem fair. I had my melee grunts wade in and grapple them, and then my rogue monsters did sneak attacks to finish them off.
The party was now down to a human paladin/ranger, a dwarven fighter/barbarian, and an elven ranger/fighter specializing in archery. Since the party made no effort to conceal its abilities or powers, I had no real reason to make the bad guys play things stupid. The dwarf got engaged by some grunts with Expertise who soaked damage for a few rounds while archers with Precise Shot whittled the dwarf down into kindling. I didn't even try to hit the elf, who had a pretty good AC -- I just kept trying to sunder his bow. Once I got lucky on one of the rolls, the elf, whose player began whining about me being out to get him, was easy enough to grapple and kill with a raging barbarian grunt.
The paladin/ranger was the highest-level guy, but I had a whole lot of melee grunts, all of whom aided another on grapple checks, so that the rogues could move in and sneak attack. Every time he broke out of the grapple, I had the archers with Precise shot unload on him -- with 20 of them, one or two always hit, and since the archers were firing from concealed positions (it wasn't like they didn't have time to hide), they got to use Sneak attacks for their bow shots.
I don't think this attack was overpowering. The heroes ranged from level 2 (for the new guys) to level 7 (for the paladin/ranger and the elven archer), and the grunts were never more than 4th level, with most of them being about 2nd level, and were either fighters, rogues, or occasionally rangers. They didn't use any tactics that a reasonably intelligent person wouldn't have thought of while the party split up and wandered around complaining, but now my players think I'm a killer DM.
And I pretty much have to remake a campaign world now, since there was no real way to handwave the fact that the bad guys got ahold of the Ring of Invisibility that one of the players had (the least-powerful guy -- what kind of planning is that?) and brought it to their master, which I'd said right from the get-go would mean the destruction of the world, for all intents and purposes.
If my players hadn't been so stupid as to have their people split up, and if they'd used any kind of cooperative strategy during the fight itself, none of this would have happened. I just don't know what to do with them.
NB: Not aimed directly at Force-User.