Deadguy said:
Yes, I've encountered this problem - the same applies if you have Small PCs in the party too. If you have access to the appropriate magic items then this can be overcome, but the Run feat starts to look interesting. Depending on the enemy, scattering the party and drawing its attention to someone with better speed can get a monster off everyone else's back.
If the practise of presenting out-of-your-leaguers at sword's length was truly as common as perhaps this poll might suggest, then Run might be up there with Improved Initiative as far as popular feats go.
But I tend to agree that if the DM intends this encounter to be one that the PCs flee from, it behooves him to make this possible, using behaviour, terrain and perhaps treasures. If he doesn't think this through, and puts something terrible in 'for verisimilitude', then it's really just arbitrary PC execution.
And, strictly speaking, these sort of measures may harm suspension of disbelief in their own way, when the safety nets consistently begin to disappear as the PCs gain levels.
I think there are quite a few other ways to deal with these clues. D&D3.5 gives us guidelines for using Knowledge skills to know something about a variety of monsters, and even a basic roll can give a 'most people flee from this thing when they encounter it!' clue.
It does? I guess I'm still wondering why there isn't a Knowledge: Bestiary skill in the game. Too useful? In a world of fantastic beasts, it's a no-brainer that you'd have sages specialising in such knowledge, and that adventurers would make a habit of gathering it. But in 3.0 at least, the issue seems to be ignored or sidestepped.
But I think you are right that it can get wearisome for both DM and players to flag these things without just out-and-out telling the players. The standard argument is that players should always assume that something
is very dangerous until proven otherwise, and develop tactics accordingly. That, certainly, is how the game started out (read EGG's descriptions of play to get a feel for this style). But not everyone wants to play a game where the party better play like a Special Forces squad or they die. For a more 'fun' romp, this flagging of monsters has to be explicit. And no-one can say this style is wrong: some of us want to escape from worries when we play!
Well, the EGG description of play also involves such disused ideas as the concept of a player designated as party leader, who sometimes decides what the other PCs are doing
for them, and reports it to the DM...very rare nowadays. It's a pity that DMs can only overtly signal to the players that for this adventure, it's time to change pace and go into "Tomb of Horrors" style pensiveness. The singing mushrooms adventure was fun, but now it's time to break out the 10 foot poles and the paranoia, guys.
That, and a lot of the most common archetypes make a point of not acting at all like SWAT teams. E.g. Barbarians, swashbucklers, paladins played as high on valour and low on discretion, chaotic alignment PCs who are chaotic at a tactical level as well as a personality level, dwarves who don't co-operate with elves etc. Maybe the style of play appropriate to the campaign should consistently be a point of discussion before PCs are created, where it isn't already.