bear bones
Regarding the bear example, I kind of agree with Glamdring. I can so no good reason why the bear should be attacked. It was a bit hostile, sure - but that's because it was a mother defending its cubs.
The bear was not putting the PCs in danger, it just wanted to be left alone. From I gather the PCs weren't desparate for its food or hide. And attacking the bear presented a risk of potentially killing/harming party members with no discernable reward.
-
There's no shame in backing away from the bear. Maybe there is another way into the tower. Maybe the ranger can use his animal empathy to calm the bear so they can pass. This isn't a 8-bit Nintendo video game where you must attack every creature to get your 56 gp and 38 xp.
I guess I didn't contribute much to the thread topic. yet. So, I will reiterate points made earlier. At times, make combat not an option. How? Make all opponents either way too hard (consequences) or way to easy (boredom). Soon the PCs will learn fighting isn't always best/only choice. Make conflicts that are not combats - debates, swimming races, gambling.
Regarding the bear example, I kind of agree with Glamdring. I can so no good reason why the bear should be attacked. It was a bit hostile, sure - but that's because it was a mother defending its cubs.
The bear was not putting the PCs in danger, it just wanted to be left alone. From I gather the PCs weren't desparate for its food or hide. And attacking the bear presented a risk of potentially killing/harming party members with no discernable reward.
-
There's no shame in backing away from the bear. Maybe there is another way into the tower. Maybe the ranger can use his animal empathy to calm the bear so they can pass. This isn't a 8-bit Nintendo video game where you must attack every creature to get your 56 gp and 38 xp.
I guess I didn't contribute much to the thread topic. yet. So, I will reiterate points made earlier. At times, make combat not an option. How? Make all opponents either way too hard (consequences) or way to easy (boredom). Soon the PCs will learn fighting isn't always best/only choice. Make conflicts that are not combats - debates, swimming races, gambling.