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General Tabletop Discussion
*Dungeons & Dragons
Villain Strategy: How Ruthless Are You?
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<blockquote data-quote="DaveDash" data-source="post: 6471816" data-attributes="member: 6786202"><p>I would do the same as the first paragraph, however, I'd let them make some rolls. Maybe the Bard can do some sort of Charisma/Local Knowledge check to see if he hears and rumours about an Assassin that has been hired. Maybe an insight check at the inn to know they're being watched. Maybe perception checks while they were asleep to sense someone creeping into their room, etc. If they failed all those, then yeah I would probably kill them. In 5e though there is the further 'fail safe' that you can't really auto Coup De Grace by the rules.</p><p></p><p>It really depends on your game, but I want my players to know the story won't be there to save them, and this is obviously something I'd have to be upfront about with new players as well.</p><p></p><p>Of note, I have never done a total TPK in a real D&D campaign. I've killed off some PC's though before they could act (using NPC assassins and such) in 3rd edition. In AD&D I've also had a player survive a finger of death by using his Robe of Archmagi(?) (5% magic resistance) roll and succeeding, otherwise he would have been toast. Those kinds of things create for memorable moments.</p><p></p><p>One thing to mention is that when your characters start getting high level, killing them probably isn't the best option. Capturing them and holding them indefinitely in an area under a forbiddance spell, or in some extra planar prison using dimensional shackles, is probably what powerful BBEGs will want to do. If they're powerful enough, killing them is more of a speed bump in the D&D world.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6471816, member: 6786202"] I would do the same as the first paragraph, however, I'd let them make some rolls. Maybe the Bard can do some sort of Charisma/Local Knowledge check to see if he hears and rumours about an Assassin that has been hired. Maybe an insight check at the inn to know they're being watched. Maybe perception checks while they were asleep to sense someone creeping into their room, etc. If they failed all those, then yeah I would probably kill them. In 5e though there is the further 'fail safe' that you can't really auto Coup De Grace by the rules. It really depends on your game, but I want my players to know the story won't be there to save them, and this is obviously something I'd have to be upfront about with new players as well. Of note, I have never done a total TPK in a real D&D campaign. I've killed off some PC's though before they could act (using NPC assassins and such) in 3rd edition. In AD&D I've also had a player survive a finger of death by using his Robe of Archmagi(?) (5% magic resistance) roll and succeeding, otherwise he would have been toast. Those kinds of things create for memorable moments. One thing to mention is that when your characters start getting high level, killing them probably isn't the best option. Capturing them and holding them indefinitely in an area under a forbiddance spell, or in some extra planar prison using dimensional shackles, is probably what powerful BBEGs will want to do. If they're powerful enough, killing them is more of a speed bump in the D&D world. [/QUOTE]
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Villain Strategy: How Ruthless Are You?
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