How can I stall combat for a couple rounds?

I wouldn't try to dictate the game so strictly.. if they want to split up the party, let them face the consequences, good or bad.

I agree. Let the characters do what they want. If that means the strategy is to send the paladin in and *then* try to sneak around, they will learn quickly that they might need to adjust strategy. For example, maybe they will switch to the scenario of scouting the situation out stealthily and then tell the paladin, wait here for three minutes, unseen in the hall while we sneak around to the back. This allows the party to have a chance to play the tactics they want without sacrificing the paladin.

I think it is great they want to use some stealth to turn encounters to their advantage. They just need to learn to do this tactically and realize the paladin won't survive if he is seen and then they start these stealth moves.
 

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How can I stall combat for a couple rounds?



Shout "I am Sparticus!" Everyone else will join in and inevitably someone will mutter, "I'm not" sparking someone to begin quoting Monty Python's Life of Brian by saying, "We're all individuals" which several others will try to join in before the phrase is complete. Of course, someone else will say, "I'm Sparticus and so's my wife" thus combining the memes. Then as people start claiming to be Tim or Roger the Shrubber, you'll regret having tried to stall things.


Or, depending on the monster, they could perform a withdrawal move to try and gain more favorable ground, or switch weapons if they use them, or take a round to sunder a weapon or shield, use a round to try and knock down or trip the paladin so they gain use the next round to power attack a prone paladin if they get the chance. If they have the ability, they might back off and heal by way of a spell of potion. These would all be viable tactics that wouldn't seem like you are just drawing out the combat length.
 



I sympathize

lol, yes, players in all different games do silly things, and as DM you have to decide how to deal with that.

I just had a Rifts game where 2 were going to take on 29. I simply asked, "Are you sure you want to go 2 versus 29, rather than retreating to the village and getting help?". Since they were 1st level, I didn't feel guilty about giving them a nudge in the right direction.

At higher levels, when the players know me, know my ways, and know I won't pull punches at their level, I let the dice fall where they may. Sometimes they will do something dumb and get lucky, usually it will hurt.

We had a saying in the Army... "If you are going to be stupid, you better be tough".

Athos
 

When you're feeling lots of strife and you're fighting for your life -

Diarrhea, Diarrhea . . .

When you look to find your friends but they've run right off again -

Diarrhea, Diarrhea . . .

Now you know you're all alone and there's no need to postpone -

Diarrhea, Diarrhea . . .

Then the monster's got you down in a pool of something brown -

Diarrhea, Diarrhea . . .

So you know you're gonna die but you give the battle cry -

Diarrhea! Diarrhea!
 

I am sorry that it took me so long to get back to explain m original post. I worked a 12-hour shift yesterday, all my breaks were interrupted, and I had to bring work home.

Points:
* I play Goodman Games modules with the entire map drawn out on easel paper, so all of this sneaking is taking place in round-by-round time, not minutes. Maybe if I switched to lower-than-level combats, a few extra rounds wouldn't result in a PC getting overwhelmed. My group splits up a lot, so this would be good for that too.

Why would you want to? I'd do exactly the opposite: have the monsters redouble their efforts to kill the paladin while he's vulnerable. Let the players figure out what kind of play works and what fails.

I am wanting to force a more cinematic style onto my wargame. In a movie, characters will do something like this a lot -- see their friend hard pressed, maneuver to the wrecking ball or horse pen and unleash a diversion, saving the day.

Argh, I still don't have time to read the entire thread. More later.
 

Two suggestions I see that I like:

* Have the boss send some minions around to look for flankers or "the others" (Thornir). This works for all kind of split-party events and gets everyone involved.

* Have the monster step back and drink a potion (Mark CMG). This adds more cool magic to the game (I often find myself not having time to use buff spells), and I can describe it like something that increases the paladin's feeling of danger instead of decreasing it (ie, "he steps back and anoints his blade with a special oil. 'Gruumsh, this kill is dedicated to you!' and his weapons starts to glow red (plain old magic weapon).)
 

I am wanting to force a more cinematic style onto my wargame. In a movie, characters will do something like this a lot -- see their friend hard pressed, maneuver to the wrecking ball or horse pen and unleash a diversion, saving the day.
Hmm. I'm not experienced in doing that kind of thing with a D&D system, but my gut reaction is that it would be better to avoid making this something you, as the DM, do, and make it something that the players do. That is, instead of you stalling the combat, have some sort of player-driven mechanism where they stall the combat. Maybe spending a "hero point" or something that gives them some narrative influence, where they can introduce an event or a complication that produces a delay and gives them the distraction and time they need to pull of their flanking maneuver.
 

Sorry guys, while you were sneaking around the back the paladin has gone all still and boring like.

The guys he was fighting on the other hand give you a big smile as they watch you come sneaking in....

The Auld Grump, all the red really doesn't go with the paladin's cloak though...
 

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