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So, is it in your view that you gave adequate warning and then the players decided "hey lets go get killed" deliberately? Or do you perhaps consider the possibility exists that your notion of adequate qarning might be mismatched?
I so rarely run games where the challenges are so predictable that anything is "never".
There are plenty of good reasons to split up, in the right circumstances or to deal with specific challenges. now, for sure, a "beat up the guy in front of us" challenge is rarely one of those circumstances, but those make up only a moderate percentage of the challenges and demands i provide.
Split up for one group to provide a distraction ror the other, split up to let those with superior mobility get around an obstacle, split up to accomplish two goals needing done quickly, etc...
really?spectre72 said:I give plenty of hints and clues when they are about to embark on such a quest, sometimes going as far as giving dreams of their own death.
So, is it in your view that you gave adequate warning and then the players decided "hey lets go get killed" deliberately? Or do you perhaps consider the possibility exists that your notion of adequate qarning might be mismatched?
considering i heard the same discussion over 20 years ago, I don't see this as a 3.0 cr thingy. before there was even the hint of CR, there was the discussion of matched and mismatched challenges and whether a Gm should provide them.spectre72 said:But since 3E was released I have played with too many people who will stand there and fight because they believe that I would never put a hazard in their path that they cannot overcome, WRONG![]()
Why? Don't people make statues of famous heroes in your world? What you describe sounds like an interesting place to look into. Shouldn't adventurers be inclined to look into interesting places?spectre72 said:If at 1st level you are about to enter a cave and outside are a bunch of stone statues, including one you recognize as a legendary hero you met as a youth.
Perhaps you should be somewhere else.
Why?spectre72 said:If you go into the cave and die that is your fault.
agreed. you can do whatever you want, as long as you have players willing to abide it.spectre72 said:CR is a guide for creating an encounter of a specific challenge, but it is not a rule that I can't place encounters of a given challenge wherever I want.
absolutely, and hopefully there is some IN CHARACTER info that helps them know which they are facing.spectre72 said:There are times when running away is the solution because in my campaigns there are things that characters will encounter that they cannot defeat until later.
Well, speaking for my self, often in places where the peons cannot easily get to them to bother with.spectre72 said:Otherwise where do all of the high level challenges live?
the key being that to effectively make a choice requires useful info. "Statues of famous heroes" doesn't qualify as useful info to me.spectre72 said:After some time playing in an environment there high level challenges exist players adapt and start to be more cautious about their choice of opponents.
and if they think about it and say "this is interesting. lets look around. We are adventurers after all."?spectre72 said:And if they run into a garden of stone statues at low level they think about their response before charging into the cave.
spectre72 said:And as far as splitting up, never.....
I so rarely run games where the challenges are so predictable that anything is "never".
There are plenty of good reasons to split up, in the right circumstances or to deal with specific challenges. now, for sure, a "beat up the guy in front of us" challenge is rarely one of those circumstances, but those make up only a moderate percentage of the challenges and demands i provide.
Split up for one group to provide a distraction ror the other, split up to let those with superior mobility get around an obstacle, split up to accomplish two goals needing done quickly, etc...


