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Party goes after tough opponets with eyes wide open...

What do you do when the players go after oppoents to strong for them?

  • Tone it down some

    Votes: 10 6.4%
  • Do it as is, but have some encounters first so they can gain a level

    Votes: 27 17.2%
  • Have them do something else until they are ready

    Votes: 10 6.4%
  • As is, they might just win and gain levels fast

    Votes: 109 69.4%
  • My players would never do that

    Votes: 1 0.6%

I give them the trail of warnings, and then let them die if the dice fall that way.

Generally speaking, horrendously bad luck or failure to plan kills more PCs in my games than taking on tough adversaries.

I had a PC the other night deal out a horrendous amount of damage to herself with fumbles. The poor girl was so bad off we took a trip to the store and bought her a new D20 :D
 

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So long as I've made the right noises as a dm, I'll let the pcs seize their own destiny. If they win it will be a great victory, if not they're coming back at lower level to give them plenty of time to consider the consequences of bad decisions.
 


I usually don't TPK, but I had one group that was really really stupid. It was simply astounding. They were level 4. They ran into an ambush in a dark cave by level 1 goblins with crossbows, and the party only had one torch. Meanwhile, the psion, who could have probably killed all the goblins in one round, hadn't put up any of his long-term defensive buffs before this, so he went down in one round. The party retreated, almost dead, barely surviving thanks to a crazy Wilder who managed to melee all the goblins into a retreat by himself, and healed up. This isn't the stupid part yet. Here comes: They go back into the cave, back into the same room with the goblin crossbow ambush, back with only one torch, and back without putting any buffs up, not even an Inertial Armour...why?? They all died :lol:

On the other hand, my other group had a level 4 Fighter who successfully soloed a Balor to death in 3.0.

It all goes to show you that player savvy and strategy makes a big difference, perhaps moreso than the challenge represented by the opposition. So from what I've read of this case, where the party is ready to try some guerilla tactics on the giants and are generally well-informed, I'd say go for it--soudns like fun :)
 

My players know that I will let the characters go into certain death, but I've always emphasised that running away or guerilla tactics can be useful. As a player I'm generally careful about things that might be certain death. stocking up on healing, making sure the party is at full strength, etc, and planning to try and weaken the opposition.
 

"As is" - I use Fate Points & allied NPCs to reduce the number of PC deaths in this situation, but I never tone down the encounter.
 

As is.... but that is because for most encounters, it is fairly easy to come up with reasons not to kill all the PCs after the battle is won (some may die, but at least a couple will be "only" be in the negatives). Usually for information, breeding, slavery, gloating, picnics (why carry food when it can walk there for you?), ego-trips, or wall-fill. Not necessarily in that order.
 

MoogleEmpMog said:
If they're really going in with 'eyes wide open,' they should know enough about their opposition to beat something 4-8 CRs above their level. Prepared PCs almost can't lose unless their opponents are just unfathomably beyond their power level. I'd let them face it as it was.

If they didn't know what they were getting in to... that would be their own fault for not doing their research, and I'd let them face it (and fail, most likely). :]

When I ran Forge of Fury, the party of 3rd and 4th level characters beat
the roper
with about twenty flasks of alchemist's fire that they rushed out and whipped at it. Since they stayed as far back as the terrain would allow, it could only paralyse one or two of them at first, and the fire damage really ripped through it. They did a good job of planning for that one, and only the sorcerer/monk died.
 

I give them hints about their future opponent's strength, throw a few elite mooks for them to get a feel of what's coming, and sometimes provide them with a way to weaken the BBEG somewhat.
 

Let them Learn

My option is missing.
Learn the Hard Way

As others have noted, I will let them have some hints that they are in over their heads, but I won't stop them. I a confortable with the world they play in having 20 HD monsters even when they are first level. Part of gaining experience is knowing when to run away. I have collapsed my "random encounter tables" to be terrain specific only. I do not vary by CR / HD. If the 3rd level characters encounter fire giants, so be it. Hopefully they are smart enough to hide, or just plain run. If not, they will gain experience by losing.
 

Into the Woods

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