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Musings on Sunday's session

hong

WotC's bitch
1. This, and the previous session, were possibly the most social interaction-intensive games I've run yet. I prefer high-bodycount sessions, but this time, the first half was spent in talking between a female ex-assassin NPC and the rest of the group. I enjoyed it, and the people who were involved probably enjoyed it, but those who weren't involved may have felt left out.

I'll have to think more on how to handle this. Possibly do everything in front of the entire group, even when conversations are private, and trust people to keep player and character knowledge separate. They're a good bunch of guys in this respect, so this may not be a problem; OTOH it may be too much of a hit to suspension of disbelief.


2. Opponents that seem unkillable are a real downer. The fight goes for hours, and at the end, the bad guy dimension doors or teleports away, leaving you with nothing to show for it. While technically you may have won, it leaves an empty feeling inside (not to mention no spoils of war).

This seems to be a combination of various factors:

2a. NPCs/monsters that can heal themselves. From a game balance PoV anything that's good for the PCs is probably also good for the NPCs, but the result of having monsters that can heal is that fights tend to drag on for a lot longer. Even though I'm all for tough fights, a combat that goes for 3 hours realtime just sucks the energy out of people.

2b. Monsters with super defenses, so that the PCs can't do a thing to them. The strength of the whiff factor is undeniable, plus, like 2a, it makes for drawn-out fights.

2c. Monsters that can escape via teleport/dim door. In D&D, running from a determined enemy is really hard -- unless you can teleport. Then it becomes a lifesaver. The flipside is that if you're the one doing the chasing, it becomes really annoying to reduce an enemy to 1 hit point and have him blink out at the last moment. Note that I'm using the OA spell lists, which means dimensional anchor isn't available.


The enemy in this case was a fallen ghaele eladrin (all good-aligned powers switched to evil) wearing a chain shirt and using a greatsword. I toned down some of her powers, eg removing her greater invis and light globe form. I did give her wings, but most of the (12th level) group had flight items or spells, so this wasn't a big deal.

The ghaele had an AC of 36 vs good creatures, which was close to impervious, and an SR of 28, which was the same. She also had sky-high saves, so even if they beat SR, often it was to no avail. Two out of four party members were rendered almost useless; the knight was hitting maybe once every other round; and the assassin ditto. Meanwhile the ghaele was hitting for 70 points of damage per round with a greatsword, or doing the same thing via spells. They finally managed to reduce her to -1 hit points, at which point she healed herself (I use a house ruled hit point system IMC). After more rounds of combat they did it again, at which point she decided enough was enough, and dim doored away.

I did not really have a happy bunch of campers after that. The last bit where the ghaele escaped was, I think, what made the difference. They would probably have been willing to overlook the tediousness of the 3-hour fight if they got a hard-earned victory, but the enemy blinking out just made it seem like a waste of time. Although there have been quite a few enemies who have done this in the past, so perhaps it's just a case of me overdoing it.

Possible things I'm mulling over:

1. Reintroduce dimensional anchor/dimensional lock. But this seems very much like a hack.

2. Take away at-will dim door/teleport from monsters like demons and the like. But all you really need is one use per day; and it doesn't stop sorcs from casting it as often as they want.

3. Leave the mechanics as they are, and either have the monsters play dumb, or introduce plot reasons why they might not run away. But playing monsters dumb all the time is just ... dumb, and it can become a bit of a stretch to rationalise just why someone wouldn't run. Especially if they have self-preservation as a high priority, which would probably be a description fitting most top-end villains.

4. Drop anything that can heal as an enemy. This wouldn't be too hard; the ghaele was a one-off, and most bad guys IMC have been necromancers, ninjae, or monsters without major healing abilities. But this isn't the real problem, I don't think.
 

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They're pissed now - but turn it to your advantage. In my experience, if she now taunts them, they're going to really hate her. That's a good thing, and they're going to be really organized and triumphant when they face her again.
 

With PC on this, let her taunt them, and make good use of their escape abilities.

However, I would additionally suggest introducing the Dimensional Anchor spells to the campaign. For a nice sense of fun twist, make it so that they actually have to plunder some sort of dungeon to actually find copies of the scrolls so that they can learn the spell. It makes for a nice mini-objective for dealing with the eladrin. Admittantly it may seem like a hack, but you can draw it out a bit before introducing the rumors.

Also, tactical note, it may not be too unlikly for the critter to use teleport instead of their curative spells earlier on in combat, which will mostly just result in fewer battles being 3 hours long :).
 

An occasional defeat is good for players. It makes them realize that they aren't the kings of the universe, but then they appreciate their victories more.

On the mechanical side, you could introduce specific dimensional anchor spells. They would be tailored to individuals, and have to be researched, but the party could go and find a method to pin her (and her alone) down.
 
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You could also consider making Dimensional Anchor an affect of a special element/item. Something that they could research and quest to find. Make it something that you have to use a special alchemical solution to activate and until the solution and the element are brought together, it is inert. Finally, instead of making it targeted, have it as an area affect, so it will hinder the party as well.

This makes it something a little risky to use, but it is something that the party can research and plan on using. Instead of a hack, it feels much more like a well-researched reward that probably took a minor quest to even obtain. If they decide to use it, it is an expendable resource, so they have to plan carefully.
 

It didn't occur to any of the PCs in all those hours to _grapple_ her? :confused:

I count the weight of persons grappling someone as weight-carried for teleport etc purposes (unsure if this is the core rule or not, anyway it ought to be) - this means you can't teleport or D-door out unless you can and want to take the grappler with you.

You should probably use the dimensional anchor spell. More importantly though, don't use NPC enemies the PCs can hardly hit unless there's a good reason, eg you don't want the NPC killed.

I've never encountered this while DMing, in play I've only ever seen it in Neverwinter Nights, where it's easy to have DR 20/- and fights can go on for hours.
 

Well, if the ghaele is accessing D-door or teleport via spells or spell-like abilities, then once she starts to get low on HP one of the arcanists can sit back and wait to counterspell. It's a passive tactic, which is kind of boring, but if they weren't too effective against her SR in the first place, then mox nix.

I'm not familiar with the OA spell list off-hand, but isn't there some to scry out where the ghaele's run off to so they can stay in hot pursuit?
 

It wasn't just three hours; it was three hours after you said "we're nearly finished".

Grappling wouldn't have worked; nobody had improved grapple, and the bad guy would most likely have won the opposed roll; anyway it doesn't stop spell-like abilities.

Counterspell: You can't counterspell SLAs (anyway, by that stage the sorceror only had second level spells left).

Piratecat: We've got enough villians that got away already.

I'm not really sure what you should have done. I don't really like monsters playing dumb unless they are dumb (maybe the Touch of Idiocy made her dumb enough?)
Monsters with healing isn't usually a problem, as unless you use 3.0 heal, it's rare for healing in combat to heal much more than you take. D-dooring away, healing, then returning was more of a problem - maybe you should have had her stay away after her first retreat. Maybe a hint for us to rest up before doing the ritual (but we thought we'd defeated all the guardians, and thought we had to do the ritual ASAP).

Geoff.
 

Don't overestimate the dour expressions and statements of frustration. Keep the long term in mind -- a victory later over this NPC is going to have ten times more satisfaction because of the frustration they've suffered tonight.

They sound like good players, and it sounds like you folks have a pretty good rapport. I'm sure they'll give you one or two annoying NPCs -- if every session ends in triumph or satisfaction, then those things lose their flavour. A frustrating night just means the next time they triumph, they'll feel like they really earned it.

I know how it is, though. I struggle with the same feeling when my sessions wrap up with grumbling and frustration. I feel like I let my friends down, like I put my desire to win ahead of their need to have fun -- but you know, sometimes you just got to believe that you know what you're doing, that your players trust you, and that short-term sacrifices for long-term thrills are sometimes worth it. You're the DM; you're supposed to be thinking about the overall arc. They're the players; they're supposed to be following the quick kill and easy victory.

I'm probably projecting a bunch of my own concerns and worries onto you, though. The entire last season of Barsoom has felt very much like that; I'm on hiatus right now while I recharge my batteries and build up some successes with one-off, a Skull and Bones campaign and of course Stewardess Action.

I recommend stewardesses, by the way. Very cheering. :D
 

hong said:
I'll have to think more on how to handle this. Possibly do everything in front of the entire group, even when conversations are private, and trust people to keep player and character knowledge separate. They're a good bunch of guys in this respect, so this may not be a problem; OTOH it may be too much of a hit to suspension of disbelief.
Even worse than a long scene your character is not involved in is a long scene that both you and your character are out of. When you do the 'other room' thing the people left behind get bored and distracted. Coming back in you may find the group harder to get back into the swing of things, and the group feeling twice as tired as they should be for that time of day.

Let them watch, and be entertained. It's better than nothing. You can even enlist some of them in using that time to look up rules issues that may arrise in that scene, or ongoing issues that have yet to recieve a final ruling.

While they're still sidelined, at least they're not left out. It's a choice of the lesser of two bad choices. :p And if you trust your players to block knowledge from their characters -as you seem to in this case- you might as well go with it.
hong said:
2. Opponents that seem unkillable are a real downer. The fight goes for hours, and at the end, the bad guy dimension doors or teleports away, leaving you with nothing to show for it. While technically you may have won, it leaves an empty feeling inside (not to mention no spoils of war).

Have them teleport away earlier, to give the players and you more time to 'kick it up a notch for the next encounter - in which you adjust the NPC within it's given resources to make it capable of delievering quicker results. This keeps the tension rather than letting it drain out.

Depending on the patience of your players, you should work to port out your NPCs anytime a given battle is taking more than thirty minutes to an hour. Then you have a chance to, as I noted above, rework it so that next time it will resolve faster - and in a seemingly much more dangerous and tense manner.
 

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