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Splitting up the party...best ways?
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<blockquote data-quote="Ogrehatescomputers" data-source="post: 5861043" data-attributes="member: 94367"><p>The game I am running has been a great success (in my mind at least lol) so far by way of keeping things a bit of a struggle and not handing the adventures everything on a silver platter. I've managed to keep the game balanced between hack and slash and trying to talk there way out of things...or into things if needs be. </p><p></p><p>But soon we are coming to the point of my game that I have planned to separate the party, from one another. They're four character. A monk, a fighter, a cleric, and a Wizard. who have just reached level 2. I would like to break up the group so it would be one spell caster with either "warrior" type. But I don't want it to feel forced. I don't want to just say... cop out, on them and say "flavor text time THIS HAPPENS no matter what" I personally hate it when DM's do that and feel like it cheapens the experience for the players. </p><p></p><p>The group is currently under ground inside of an old INN that a few centuries ago sunk into the ground during an earthquake. So parts of it are worked walls and doors etc and other parts are dug out tunnels and lairs. They cannot go back the way they came because they failed to pay attention to the environment (which they have been warned about) and didn't realize that the tunnel they were coming through wasn't made for medium sized characters and was in deep need of repair. So... after a while it collapsed. </p><p></p><p>The INN they are inside has opened to a large cave on one side of the room where a wall has slid off the edge down into the blackness. They players don't know it but the cave is 200ft deep. I would like to have another "mudslide" or "earthquake" type event force them to separate. I considered having a quake pull apart the ground and make them go different paths to meet back up some where but IN GAME that would be much more difficult. Because, quite simply. My players characters are very heroic. And will go out of their way to save each other and stay together. </p><p></p><p>So if Monk and Cleric go one way and Fighter and Wizard go the other during the quake. They will all try to find a way to keep together. Jumping off platforms onto other ones throwing ropes etc. I can't stress this enough. They will get ...stupid... about saving each other. Like Errol Flynn jumping, swinging, heroics.</p><p></p><p> So my real question is. Do I make the jump checks or the str checks very high to keep them from making to eachother in time? Or maybe just have it happen int he blink of an eye with no chance for rolling? Because that seems...unfair? almost. Even though me forcing them apart with no choice isn't exactly fair either. I know if I was playing I would want at least a Reflex save for some kind of chance. Or do I just take the cop out and say BOOM YOU'RE SEPARATED!!!! MWAHAHAHAHHAAHAHHA</p><p></p><p>SO....whats a DM to do?</p></blockquote><p></p>
[QUOTE="Ogrehatescomputers, post: 5861043, member: 94367"] The game I am running has been a great success (in my mind at least lol) so far by way of keeping things a bit of a struggle and not handing the adventures everything on a silver platter. I've managed to keep the game balanced between hack and slash and trying to talk there way out of things...or into things if needs be. But soon we are coming to the point of my game that I have planned to separate the party, from one another. They're four character. A monk, a fighter, a cleric, and a Wizard. who have just reached level 2. I would like to break up the group so it would be one spell caster with either "warrior" type. But I don't want it to feel forced. I don't want to just say... cop out, on them and say "flavor text time THIS HAPPENS no matter what" I personally hate it when DM's do that and feel like it cheapens the experience for the players. The group is currently under ground inside of an old INN that a few centuries ago sunk into the ground during an earthquake. So parts of it are worked walls and doors etc and other parts are dug out tunnels and lairs. They cannot go back the way they came because they failed to pay attention to the environment (which they have been warned about) and didn't realize that the tunnel they were coming through wasn't made for medium sized characters and was in deep need of repair. So... after a while it collapsed. The INN they are inside has opened to a large cave on one side of the room where a wall has slid off the edge down into the blackness. They players don't know it but the cave is 200ft deep. I would like to have another "mudslide" or "earthquake" type event force them to separate. I considered having a quake pull apart the ground and make them go different paths to meet back up some where but IN GAME that would be much more difficult. Because, quite simply. My players characters are very heroic. And will go out of their way to save each other and stay together. So if Monk and Cleric go one way and Fighter and Wizard go the other during the quake. They will all try to find a way to keep together. Jumping off platforms onto other ones throwing ropes etc. I can't stress this enough. They will get ...stupid... about saving each other. Like Errol Flynn jumping, swinging, heroics. So my real question is. Do I make the jump checks or the str checks very high to keep them from making to eachother in time? Or maybe just have it happen int he blink of an eye with no chance for rolling? Because that seems...unfair? almost. Even though me forcing them apart with no choice isn't exactly fair either. I know if I was playing I would want at least a Reflex save for some kind of chance. Or do I just take the cop out and say BOOM YOU'RE SEPARATED!!!! MWAHAHAHAHHAAHAHHA SO....whats a DM to do? [/QUOTE]
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