Hello everybody,
My player-characters (a group of 6 people, who are now an average of 5th level, going on 6th level) are doing pretty well; recently they've been defeating all the enemies I throw at them without even a single PC getting knocked unconscious. (They defeated 8 CR 3 Forlorn Husks (from SANDSTORM), which I thought might have been an excessively dangerous encounter... but the cleric managed to turn most of 'em, so they were saved by the old "cleric factor.")
Because I'm just that kind of DM, I'm thinking of upping the ante again. Specifically, I'm thinking of some encounters which are not necessarily combat-focused, but which will put them face-to-face with excessively dangerous opponents.... whom they might have to outwit rather than just kill. I'm talking tactics/stealth/role-playing challenges, rather than mere "a wandering monster attacks you" challenges. For instance, having to match wits with a CR 11 giant or wizard, neither of whom are "out to kill" the PCs, but who the PCs have to encounter for one reason or another. The kind of encounters where, if the PCs *start* fights, they might get their butts kicked, but they don't necessarily *have* to fight to accomplish their goals. (Like, for instance, say that the party has to steal/get something from the CR 11 wizard, who's just defending his property.)
Since D&D (particularly 3.X) is so skirmish-combat-focused, there aren't many guidelines for setting up not-necessarily-combat encounters with super-powerful opponents. I don't want to kill the PCs, but I do want to challenge them, and I'm prepared if a PC or two dies due to overconfidently attacking their super-powerful foes. How often do other DMs set up encounters like this? Does anybody have recommendations for running encounters like this? (Including "don't do it"?)
Jason
My player-characters (a group of 6 people, who are now an average of 5th level, going on 6th level) are doing pretty well; recently they've been defeating all the enemies I throw at them without even a single PC getting knocked unconscious. (They defeated 8 CR 3 Forlorn Husks (from SANDSTORM), which I thought might have been an excessively dangerous encounter... but the cleric managed to turn most of 'em, so they were saved by the old "cleric factor.")
Because I'm just that kind of DM, I'm thinking of upping the ante again. Specifically, I'm thinking of some encounters which are not necessarily combat-focused, but which will put them face-to-face with excessively dangerous opponents.... whom they might have to outwit rather than just kill. I'm talking tactics/stealth/role-playing challenges, rather than mere "a wandering monster attacks you" challenges. For instance, having to match wits with a CR 11 giant or wizard, neither of whom are "out to kill" the PCs, but who the PCs have to encounter for one reason or another. The kind of encounters where, if the PCs *start* fights, they might get their butts kicked, but they don't necessarily *have* to fight to accomplish their goals. (Like, for instance, say that the party has to steal/get something from the CR 11 wizard, who's just defending his property.)
Since D&D (particularly 3.X) is so skirmish-combat-focused, there aren't many guidelines for setting up not-necessarily-combat encounters with super-powerful opponents. I don't want to kill the PCs, but I do want to challenge them, and I'm prepared if a PC or two dies due to overconfidently attacking their super-powerful foes. How often do other DMs set up encounters like this? Does anybody have recommendations for running encounters like this? (Including "don't do it"?)
Jason
). One or two dead PCs is a great way to establish mortality as long as it doesn't seem arbitrary (see point #1). Killing the whole party usually just pisses off everyone and wrecks all your hard work in creating and running the campaign. In a very lethal encounter it is wise for you to consider contigencies ahead of time that can keep the entire party from dying. These contingencies can include allies coming to the rescue, some event that separates the foes (staff retributive strike sends foes or PCs elsewhere), foe takes prisoners, etc. One of my favorites is to have an undefined magic item in the PCs possession. An example is crystal dragon figurine: PCs know if they break it, it summons a dragon. How big a dragon? Why there is no way to know until you use it. As a ref, if the players use it when the party is about to wiped out, you can make the dragon big enough to save the survivors. If they use it at a poor time, you can give them an ill-tempered wyrmling. Of course, this must be very sparingly used but the beauty of it is that in many cases the players will *never* use it and you never have to tip your hand.