Imaginary Number said:I'm assuming that even "let the dice fall where they may" GMs will have some mechanism in place such that the players are able to approximate the level of challenge a particular encounter represents and gauge whether they want to face it. How do you provide that information to the players in such a way that they will generally agree that a TPK is an appropriate consequence for their actions?
speaking primarily of 1E AD&D:
If everybody gets zapped at once, if it's even possible, then the famous last words tend to be pretty obvious:
"Boy, sleep is a great spell! Imagine if there were bad-guy magic-users!"
"Carrion crawler! A tentacle for each of us!"
"A dozen ghouls? I can turn them all in just a couple of rounds!"
"No answer from Bob? Let's all follow him into the dead black void that's radiating evil!"
Otherwise, it's more like someone thinking, hmm, we started with eight and we're down to four. Double the share of treasure! So, what if it's just me and one other guy? If he were a thief or m-u, then he'd already be gone like yesterday. That's good because, if things go totally south, then I won't have to outrun the monster. I'll just have to run faster than him!
Unless there's a second monster -- D'oh!
Anyway, you've got your Dungeon Levels. First floor, Ladies' Wear; second floor, Sporting Goods; tenth floor, Elder Things Man Was Not Meant to Know. Approximately, anyhow. You could meet a lone minotaur on the 2nd level, but you're several times more likely to find a group of them on the 6th or 7th level.
You've also got your Hit Points. If you can surround an Ogre with half a dozen third- or fourth-level fighting types at full strength, then casualties on your side are extremely unlikely. If you're all down to 10 points or less, then someone very well might get floored in one blow. Someone at 9 could get instantly killed with the less generous KO range. Even short of death, the consequences of getting down to zero or negative points are not pretty.
Killing things is not the object, just sometimes an efficient means to the end of taking their stuff. If giving 'em a chance to whack you is the hard way, then maybe it's time to look for another way.
Maybe this particular loot just isn't worth the getting to you. Fighting Wandering Monsters at all, much less "to the last man", is for chumps because chump change is all they've got.
So, you scout. Demi-humans and thieves are very good for that, demi-human thieves very, very good.
How do you know what you're looking at? Well, most of my gang have been players long enough to know our way around the standard bestiary pretty well by memory -- and from tangling with at least the usual suspects more than once!
We will bring to the attention of less advanced students the note on the back of the Monster Manual, which indicates that "it is an invaluable aid to players"! Take heed, though, of the Foreword's warning that
Even without prior D&D expertise, one may bring to the table a fair bit of lore. Most of the MM's inmates are recognizable from movies, mythology, sword-and-sorcery tales, comic books, or even real life.as valuable as this volume is with its wealth of information, some DM's may wisely wish to forbid their players from referring to the MANUAL in the midst of an encounter, since it will be considerably more challenging to confront a monster without an instant rundown of its strengths and weaknesses -- and besides, a D & D player's true mettle (and knowledge) will be put to the test. And as even the most casual D & D player knows, that's what this fascinating game is all about . . .
There's also common sense. Big differences in size, build and armament tend to indicate about what one would expect. It might be more difficult to gauge how much tougher a bugbear is than a gnoll, or a hobgoblin than an orc, but that the bugbear is in another league from the orc should be pretty clear.
Sometimes a reconnaissance in force might be called for. However, one should always have a Plan B. Make that, "One should always have a Plan C." Plan B, of course, is flaming oil to deter pursuit!
The Wilderness is not so tidy. Only very strong parties should venture there, and this is no secret. "Kobolds" are one thing; 40 to 400 kobolds (including elite types) are another kettle of trouble!
Normal random-encounter distance, though, is 60-240 yards. (Outside the USA, substitute meters for yards.) It is remotely possible, with extreme results on surprise and distance dice, to have an immediate, close-range confrontation.
DMG said:Confrontation interaction can consist of any number of interactions, singly or in combination -- parley and reaction, spell casting, missile fire, melee combat, etc..
It is not, as in some other games, a matter of the DM decreeing that an encounter is "a combat" or "a skill challenge".
Moreover, it is nearly always possible in the wilderness (and usually in the dungeons) to undertake evasion of encountered creatures, which may or may not pursue. See DMG pp. 67-69.
The bottom line is that if one takes the trouble to investigate before rushing in, then one can make better informed choices. The environment is not inchoate, not a swirling vapor that takes a completely different form each time one looks in the same place!
One can choose not to stick out one's neck where one knows too little. Complete information, though, is not to be had even in Chess! What will the other side do? Finding out what shall happen is wherein lies the game!
Unlike Chess, AD&D has an element of chance quite apart from the vagaries of life and their influences on the players. Alea iacta est is a very literal part of the game. It is very rarely a game of certainties. Strategy consists not in eliminating risk, but in managing it.
That may stand to reason, as an adventure is "an undertaking involving danger and unknown risks, an enterprise of a hazardous nature". It comes from the Middle English aventure, meaning "chance, risk".