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Players getting cocky (4e)
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<blockquote data-quote="awesomeocalypse" data-source="post: 5184481" data-attributes="member: 85641"><p>This is exactly the wrong way to use Ravenloft, and why it has such a negative reputation among so many players and DMs. Railroading the campaign into a new setting explicitly to give yourself carte blanch to screw with the players is uncool. Ravenloft is a very specific kind of playstyle/campaign, and if the player didn't sign up for it, it is unfair to force them into it, especially because you think they've gotten too "cocky".</p><p> </p><p>If you want to make things more difficult for players, there are loads of ways to do that without spiriting them off to another dimension with arbitrary rules to screw players. You might try:</p><p> </p><p>Playing around with diseases. There are some nasty ones out there, and with the new assisting rules they can really put a cramp on the players style for a time.</p><p> </p><p>Throw wights at them early in an adventure to drain off surges, then hit them with a higher level encounter in an unfavorable environment. </p><p> </p><p>Create hazards, and then design enemies specifically to take advantage of those hazards. For example, put them in a fight on a bridge over a massive chasm, then attack them with flying enemies with forced movement powers. When one or two bad rounds can send you plummeting to your death, "cockiness" is a fast track to suicide. Or put them in a house that is burning to the ground, while fighting a fire resistant monster. That sort of thing. It is very, very possible to create incredibly nasty fights while staying within the suggested xp budgets and encounter guidelines for 4e, you just need to recognize that doing so generally comes not from enemies whose powers are insanely uber, but rather from looking at the encounter as a whole and designing it to be deadly.</p><p> </p><p> </p><p>If you need to railroad them into another dimension to put the fear of the DM in 'em, you're doing it wrong.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 5184481, member: 85641"] This is exactly the wrong way to use Ravenloft, and why it has such a negative reputation among so many players and DMs. Railroading the campaign into a new setting explicitly to give yourself carte blanch to screw with the players is uncool. Ravenloft is a very specific kind of playstyle/campaign, and if the player didn't sign up for it, it is unfair to force them into it, especially because you think they've gotten too "cocky". If you want to make things more difficult for players, there are loads of ways to do that without spiriting them off to another dimension with arbitrary rules to screw players. You might try: Playing around with diseases. There are some nasty ones out there, and with the new assisting rules they can really put a cramp on the players style for a time. Throw wights at them early in an adventure to drain off surges, then hit them with a higher level encounter in an unfavorable environment. Create hazards, and then design enemies specifically to take advantage of those hazards. For example, put them in a fight on a bridge over a massive chasm, then attack them with flying enemies with forced movement powers. When one or two bad rounds can send you plummeting to your death, "cockiness" is a fast track to suicide. Or put them in a house that is burning to the ground, while fighting a fire resistant monster. That sort of thing. It is very, very possible to create incredibly nasty fights while staying within the suggested xp budgets and encounter guidelines for 4e, you just need to recognize that doing so generally comes not from enemies whose powers are insanely uber, but rather from looking at the encounter as a whole and designing it to be deadly. If you need to railroad them into another dimension to put the fear of the DM in 'em, you're doing it wrong. [/QUOTE]
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