What is the best way to capture some players?

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I have to agree with everything I've heard here so far: stealing back magic items is mucho lame-o. I'd go with the suggestion to just pump up their opponents for a little while, majorly tone down the treasure etc. until their levels catch up with their equipment and learn not to do it again.
 

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I'm curious about exactly how much magic is too much magic? Are we talking about 5th level characters with holy avengers and vorpal scimitars, or what?

If it's just a wee bit much, I'd reiterate Wulf's & others' suggestion: just don't give away as much, until they catch up to their gear. You can even tell the players that -- "Sorry, my mistake -- I've given out way too much stuff, so I'm going to cut back until y'all are a bit more balanced."

Also, when you do have loot, you can make sure most of it is disposable stuff that they'll use quickly -- potions of cure moderate wounds, for example. You can easily have the PCs get thousands of gp worth of cure potions, and get the PCs to wipe 'em out in an hour or two.
 

coyote6 said:
I'm curious about exactly how much magic is too much magic? Are we talking about 5th level characters with holy avengers and vorpal scimitars, or what?

Even if that were the case, the DM just has to raise the difficulty of the encounters. The magic items are an increase in power, just like levels are, so balance encounters the same way.
 

Nah, not obscenely so. We played NeMoren's vault and it seems like a god-awful lot of treasure. Each PC pretty much has one nice item, but they're only 3rd level. Basically any NPC with damage reduction isn't a challenge anymore, which is the main drawback.

Fighter - Full Plate, Flamesinger (+1 flaming bastard sword), folding boat

Halfling Cleric - +2 heavy mace

Sorceress - +1 goblinsbane longsword, staff of charming

Rogue - +2 Rapier

I threw in a few NPC wererats, etc so I wanted to make sure the PC's could damage them. Everyones stats are fairly average, and that's pretty much the only item they have. I guess it's not a hugely big deal, but it was late at night when the Baroness was rewarding them and I was a bit giving. But even a +2 weapon in the hands of a halfling cleric isn't horrible. At least they don't have +1 keen falchions or anything... :)
 

Lord Ben said:
Nah, not obscenely so. We played NeMoren's vault and it seems like a god-awful lot of treasure. Each PC pretty much has one nice item, but they're only 3rd level. Basically any NPC with damage reduction isn't a challenge anymore, which is the main drawback.

Fighter - Full Plate, Flamesinger (+1 flaming bastard sword), folding boat

Halfling Cleric - +2 heavy mace

Sorceress - +1 goblinsbane longsword, staff of charming

Rogue - +2 Rapier

That treasure list isn't so bad. I'd go with the other peoples suggestions, and just tone down the treasure for the next few encounters or so, at least until you feel they are at a level where you feel comfortable with them having that equipment.

K Koie
 

Some interesting ideas...

Sunder is a good way to scare the PCs a lot. Their cool new toys, Nooooo! But remember that only a item of equal plus can sunder a magical weapon. So if sunder efforts fail, and the bad guy gets slept or held or something, they end up with more stuff. Unless you use an Evil or Exotic weapon.... Evil seems cheesy, exotic is much more interesting. On the other hand a mithril or adamantium weapon can be used - not actually magical, but has the enhancement bonus. And if the PCs survive, they end up with their opponents weapon - not magical, and potentially even better than what they have now, but it will take some work and effort to improve the mithril or adm. Could have the built in slow- down affect.

regarding the Escape idea - can be cool, but capturing the party is always very tricky. You really need to either get them into a situation where they surrender willingly, or through several encounters at them, each with an increasing chance of a successful capture. Poison is the best bet - with some magical aid for hold persons/sleep/charm spells to get those with better fort saves. After the second attempt, they will be running scared. If they continue to defeat every attempt - give them a chance to run a scam on the bad guys - 'fake' their own capture or somesuch - a few party members captured, the rest holding the best gear, ready to track them, find the lair/origin of the goons who keep trying to capture them, etc. Hmm, I'm growing increasingly fond of this idea. Wonder if I can adapt it to my own game....
 

I kind of miss the good old 1st Edition days of just being able to waste magic items with a missed saving throw.

A. You get hit with a breath weapon...you make a saving throw.

1. You succeed, your stuff's fine.

2. You fail, go to step B.

B. Roll saving throws for all containers.

1. You succeed, stuff inside is fine.

2. You fail, container is destroyed, go to step C.

C. Roll saving throw for all of your items on the appropriate materials table. (ie steel saves better against fire then wood does).

1. You fail, magic item destroyed

2. You succeed, magic item is fine.

Is it a bit cumbersome? Maybe, but it sure guaranteed that you never had TOO many magic items, if you used it liberally.

Cedric
 

If you want to capture them, try using the Subdual Substitution feat from Tome & Blood (IIRC). A subdual fireball or two, especially at that level, should knock them out. Unless one is a rogue, in which case Hold Person might be better.

-Tiberius
 


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