Psion
Adventurer
Izerath said:Sometimes as a story element, I will dangle a BBEG who is WAY higher a CR than the group should encounter, just to build up some tension to the story elements. In these situations I want some level of verisimilitude to realism, meaning, the BBEG SHOULD WIN if he pulls out all the stops. The PCs SHOULD RUN AWAY. I intentionally pull the NPC punches for the betterment of the story LATER when the PCs are ready for the showdown of the century.
As I have been discussing in a thread over on RPGnet, it's the NATURE of RPGs that you can't expect to explicitly plan every event. In fact, it's probably the thing that it has over literature... things can happened that weren't planned, weren't obviously designed to have a certain impact. So long as you still continue to manage your game as if it were a story, it seems to me that you are going to run into trouble.
To me, this vantage point strikes me as very similar to people complaining about instant death traps, and I find it pointless for the same reason. If someone dies due to an instant death trap, you are faced with the fact that if you didn't want it to happen, you should have not created the possibility for it by putting it in your adventure.
Same goes in your situation. They players don't understand that they aren't meant to fight the BBEG. They just understand where he is and are operating by the rules to take him down. You created the possibility, you should be willing to deal with the consequences of it.
Edit: Of course, capping PC damage is one way to deal with controlling expected outcomes, but if you are running brushes that are intended to be that close that one feat makes the difference, I sort of think you were courting dissapointment in the first place.
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