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General Tabletop Discussion
*TTRPGs General
Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="A'koss" data-source="post: 1250192" data-attributes="member: 840"><p>I agree with Joshua that villians should be proactive against intruders. Particularly if the dungeon has a strong leadership core and especially those that have the resources to get at PCs who can teleport back to town and are merely "hen-pecking" away at the dungeon. </p><p> </p><p>Though, really, we all know in our hearts that it's not difficult to defend a dungeon if we <em>really</em> wanted to, particularly if it has a strong central leadership. We just play "nice" so that the PCs don't get massacred. Just utilize the vast majority of the dungeon denizens in a single encounter instead of letting the PCs pick away at scattered groups throughout the dungeon. If the PCs assult your place, meet them with a force they simply have no chance of opposing. Have a large numbers of innocent captives chained helplessly in their midst and/or strapped onto your giant-sized forces (literally, meat shields) so that the PCs will think twice about using area-affecting spells. If the PCs begin to flee, then the bad guys go to work on the innocents - slow and nasty-like.</p><p> </p><p>If the bad guys figure out who the PCs are, going after their family, friends, valued associates and homes are always tried and true ways to get a little payback...</p><p> </p><p>Of course being this nasty and vindictive all the time doesn't make for much of a fun game so we pull our punches a bit so that it's still worth playing the hero. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1250192, member: 840"] I agree with Joshua that villians should be proactive against intruders. Particularly if the dungeon has a strong leadership core and especially those that have the resources to get at PCs who can teleport back to town and are merely "hen-pecking" away at the dungeon. Though, really, we all know in our hearts that it's not difficult to defend a dungeon if we [i]really[/i] wanted to, particularly if it has a strong central leadership. We just play "nice" so that the PCs don't get massacred. Just utilize the vast majority of the dungeon denizens in a single encounter instead of letting the PCs pick away at scattered groups throughout the dungeon. If the PCs assult your place, meet them with a force they simply have no chance of opposing. Have a large numbers of innocent captives chained helplessly in their midst and/or strapped onto your giant-sized forces (literally, meat shields) so that the PCs will think twice about using area-affecting spells. If the PCs begin to flee, then the bad guys go to work on the innocents - slow and nasty-like. If the bad guys figure out who the PCs are, going after their family, friends, valued associates and homes are always tried and true ways to get a little payback... Of course being this nasty and vindictive all the time doesn't make for much of a fun game so we pull our punches a bit so that it's still worth playing the hero. ;) A'koss. [/QUOTE]
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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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