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Forked Thread: What would you have done?
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<blockquote data-quote="Angrydad" data-source="post: 4492492" data-attributes="member: 70987"><p>My two cents:</p><p></p><p>The party ignored what sounds like some pretty obvious hints about escape routes, that's their problem. However, I do find it reasonable of them to be hesitant to take said escape routes since you, the DM, did just spring a bunch of tough undead on them and they have no way of knowing there aren't more behind the door. Still, if you think your party is about to get wiped out, why not open the door and see if your soul is devoured by some other lurking monster/trap? Go out in style. I've had players whose solution to a tough fight was to run into unexplored territory, which resulted in adding monsters to the fight. I'm not quite sure what the logic was there, but it was amusing.</p><p></p><p>My other penny is simply this: video games may be ruining our players' ability to think realistically about combat situations. How many video games have you played where random encounters or even dungeons in out of the way locations have baddies that you can't deal with? I can think of this happening in Final Fantasy IX once, where you can gain access to a plateau at 20th level where monsters that are challenging when you're 50th level abound. There are a few other instances of this happening, but far more often the bad guys you encounter are something you can defeat. Oblivion is the biggest perpetrator of this phenomenon. Because they're used to the video game approach, the players assume that anything you throw at them is something they can defeat (Unless they're low level and see a dragon fly overhead). For the most part, I do my best to present encounters my party can handle, but I toss in enough instances of obviously powerful creatures to keep the players thinking about retreat. Discretion is the better part of valor, and our players tend to forget this.</p></blockquote><p></p>
[QUOTE="Angrydad, post: 4492492, member: 70987"] My two cents: The party ignored what sounds like some pretty obvious hints about escape routes, that's their problem. However, I do find it reasonable of them to be hesitant to take said escape routes since you, the DM, did just spring a bunch of tough undead on them and they have no way of knowing there aren't more behind the door. Still, if you think your party is about to get wiped out, why not open the door and see if your soul is devoured by some other lurking monster/trap? Go out in style. I've had players whose solution to a tough fight was to run into unexplored territory, which resulted in adding monsters to the fight. I'm not quite sure what the logic was there, but it was amusing. My other penny is simply this: video games may be ruining our players' ability to think realistically about combat situations. How many video games have you played where random encounters or even dungeons in out of the way locations have baddies that you can't deal with? I can think of this happening in Final Fantasy IX once, where you can gain access to a plateau at 20th level where monsters that are challenging when you're 50th level abound. There are a few other instances of this happening, but far more often the bad guys you encounter are something you can defeat. Oblivion is the biggest perpetrator of this phenomenon. Because they're used to the video game approach, the players assume that anything you throw at them is something they can defeat (Unless they're low level and see a dragon fly overhead). For the most part, I do my best to present encounters my party can handle, but I toss in enough instances of obviously powerful creatures to keep the players thinking about retreat. Discretion is the better part of valor, and our players tend to forget this. [/QUOTE]
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