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What do you do when the rules don't allow something?
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<blockquote data-quote="delericho" data-source="post: 4924608" data-attributes="member: 22424"><p>That's a problem for your players to solve. Ideally, you should construct the terrain to provide the PCs with some opportunity to corner the dragon and take it down, but once it gets down to it, it is for the players to have their PCs win the encounter. It is not the DM's responsibility to 'give' them the win.</p><p></p><p>But, how about this...</p><p></p><p>Let them hear about this particular dragon, its quirks, its personality, its flaws... this should give them some levels on the dragon's personality that they could use to force the issue. Perhaps it is particularly proud of a particular statue in its hoard, and if the PCs threaten that then it will rush to the attack. Perhaps the dragon's pride is such that it will swoop down to torment a single opponent in melee, so if the PCs use one of their number as bait it will rush to the attack. Perhaps there's a hatchling...</p><p></p><p></p><p></p><p>Remember that very intelligent people aren't immune to making mistakes. They don't make them as often, but they do make them. Indeed, quite often the mistakes that a very intelligent person makes are really quite bad.</p><p></p><p>Also, no-one is 100% rational 100% of the time. (Granted, in a fantasy universe some creatures may be, but these are by far the exception in D&D as written.) We all have quirks, neuroses, fears, emotions, flaws... I try to build these into my NPCs, and then have their behaviours reflect this. If the PCs are smart enough to research their foes in advance, they have an advantage. If the PCs aren't, they should still be able to work something out by observing the actions of their foes during the combat.</p></blockquote><p></p>
[QUOTE="delericho, post: 4924608, member: 22424"] That's a problem for your players to solve. Ideally, you should construct the terrain to provide the PCs with some opportunity to corner the dragon and take it down, but once it gets down to it, it is for the players to have their PCs win the encounter. It is not the DM's responsibility to 'give' them the win. But, how about this... Let them hear about this particular dragon, its quirks, its personality, its flaws... this should give them some levels on the dragon's personality that they could use to force the issue. Perhaps it is particularly proud of a particular statue in its hoard, and if the PCs threaten that then it will rush to the attack. Perhaps the dragon's pride is such that it will swoop down to torment a single opponent in melee, so if the PCs use one of their number as bait it will rush to the attack. Perhaps there's a hatchling... Remember that very intelligent people aren't immune to making mistakes. They don't make them as often, but they do make them. Indeed, quite often the mistakes that a very intelligent person makes are really quite bad. Also, no-one is 100% rational 100% of the time. (Granted, in a fantasy universe some creatures may be, but these are by far the exception in D&D as written.) We all have quirks, neuroses, fears, emotions, flaws... I try to build these into my NPCs, and then have their behaviours reflect this. If the PCs are smart enough to research their foes in advance, they have an advantage. If the PCs aren't, they should still be able to work something out by observing the actions of their foes during the combat. [/QUOTE]
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What do you do when the rules don't allow something?
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