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High-CR Monsters: How Tough is Too Tough?
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<blockquote data-quote="Kurotowa" data-source="post: 2792544" data-attributes="member: 27957"><p>Here's a quick checklist of things to do when planning high-CR non-combat encounters.</p><p></p><p>1. Make sure you and your players all <em>know</em> you're not doing an all Diablo style game where every enemy is there to be engaged in battle. It's an easy mindset to fall into with D&D.</p><p></p><p>2. Make sure your players recognize the high-CR foe for what it is. It's all too easy for them to default to combat when that's what they're used to. Tell the druid or ranger with the high K: Nature just how strong that giant is (and use OOC terms to make sure your understand each other). Put in stories of how powerful the wizard is and let the PC's with Spellcraft recognize some of the spells involved. If you want them not to start a fight they need to know it isn't the best choice.</p><p></p><p>3. Reward creativity. There are very solid rules for how hit someone with a sword until they're dead, rules both players and DM have to play by. Once you move over to tactics and guile and fast talking, the result is almost entirely at the whim of the DM. If you want your players to use them you have to reward and encourage them when they do. That means you go along with their ideas, you give even the semi-plausable ones a chance of success, and you start by rewarding even token efforts with good results. Build up to greater complexity.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 2792544, member: 27957"] Here's a quick checklist of things to do when planning high-CR non-combat encounters. 1. Make sure you and your players all [i]know[/i] you're not doing an all Diablo style game where every enemy is there to be engaged in battle. It's an easy mindset to fall into with D&D. 2. Make sure your players recognize the high-CR foe for what it is. It's all too easy for them to default to combat when that's what they're used to. Tell the druid or ranger with the high K: Nature just how strong that giant is (and use OOC terms to make sure your understand each other). Put in stories of how powerful the wizard is and let the PC's with Spellcraft recognize some of the spells involved. If you want them not to start a fight they need to know it isn't the best choice. 3. Reward creativity. There are very solid rules for how hit someone with a sword until they're dead, rules both players and DM have to play by. Once you move over to tactics and guile and fast talking, the result is almost entirely at the whim of the DM. If you want your players to use them you have to reward and encourage them when they do. That means you go along with their ideas, you give even the semi-plausable ones a chance of success, and you start by rewarding even token efforts with good results. Build up to greater complexity. [/QUOTE]
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