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<blockquote data-quote="JamesonCourage" data-source="post: 5517848" data-attributes="member: 6668292"><p>If you're playing out them being captured, make the force capturing them formidable. Not just formidable, actually, but powerful.</p><p></p><p>My players seem to get frustrated when they feel unnaturally forced into things. They don't mind being outgunned, outmatched, or overpowered. However, if a group of 5 level 1 bandits were to capture them because I thought it would be a fun plot, then it becomes a problem to them.</p><p></p><p>I'd suggest having the force that takes them be mostly lower level (2-5, maybe? I'd imagine you'd get decent experience as professional raiders), augmented by a few powerful casters and a powerful warrior.</p><p></p><p>For example, say your players are level 4, they might think they can take on a group of 20 level 2's (for whatever reason). However, throw in a level 10 monk (good for nonlethal and running players down), and a level 10 cleric and wizard (the cleric just counterspelling, the wizard just casting things like Suggestion), and all of a sudden they know they were simply outmatched.</p><p></p><p>When they escape successfully and recover their gear, the players are going to be smart enough to know they shouldn't mess with that group. So, they'll probably flee*. This sets up your "I want them running from the raiders" plot pretty nicely, in my opinion.</p><p></p><p>Just make sure you're having fun, and play what you and your group likes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*It is with great sadness that I must point out an important note: all players will ruin things. Players are the dirtiest fighting, most unpredictable set of sociopaths that have ever walked into your lovingly crafted imaginary world. They will strive to ruin any plan you had in mind, they will often screw one another over (accidentally or not), and they will act first and think about consequences... at some point. Just be flexible, and you'll do fine.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5517848, member: 6668292"] If you're playing out them being captured, make the force capturing them formidable. Not just formidable, actually, but powerful. My players seem to get frustrated when they feel unnaturally forced into things. They don't mind being outgunned, outmatched, or overpowered. However, if a group of 5 level 1 bandits were to capture them because I thought it would be a fun plot, then it becomes a problem to them. I'd suggest having the force that takes them be mostly lower level (2-5, maybe? I'd imagine you'd get decent experience as professional raiders), augmented by a few powerful casters and a powerful warrior. For example, say your players are level 4, they might think they can take on a group of 20 level 2's (for whatever reason). However, throw in a level 10 monk (good for nonlethal and running players down), and a level 10 cleric and wizard (the cleric just counterspelling, the wizard just casting things like Suggestion), and all of a sudden they know they were simply outmatched. When they escape successfully and recover their gear, the players are going to be smart enough to know they shouldn't mess with that group. So, they'll probably flee*. This sets up your "I want them running from the raiders" plot pretty nicely, in my opinion. Just make sure you're having fun, and play what you and your group likes :) *It is with great sadness that I must point out an important note: all players will ruin things. Players are the dirtiest fighting, most unpredictable set of sociopaths that have ever walked into your lovingly crafted imaginary world. They will strive to ruin any plan you had in mind, they will often screw one another over (accidentally or not), and they will act first and think about consequences... at some point. Just be flexible, and you'll do fine. [/QUOTE]
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