What to do, the party split

Digital M@

Explorer
OK this is simple. I set an opportunity for an encounter. 2 of the 4 players present wanted to follow the lead, the other two did not. Well, this lead ends to a major battle and new clues on the mystery they are involved in. The issues is, there is not way, or almost no way the two players can win the fight. Do I modify the fight to make it easier? This was designed to really challenge the group in combat. I was not sure if the players would follow the lead in the mystery and it is not neccessary to the conclusion of the plot.

I am leading toward modifying it, but wanted to hear the input of the other DMS and players on the board.


For the record, i am not against the party splitting up as long as players realize they will be twiddling their thumbs while the other players are playing. I figures, it was their decision and they could live with the consequences.
 

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LEave the encounter the way it is, but let the 2 guys that are about to get their butt kicked realize they are about to get their butt kick. See if you can foreshadow something or in the first round or two see if they are smart enough to run away.

I have no problems splitting the group, but the group has to realize I'm not changing things becasue they split up.
 

I agree with Crothian. I certainly wouldn't modify the encounter. The party needs to realize that things don't scale downwards when they split off. I say that not so much to discourage splitting the party as much to help keep a "real" feel to the game.
 

Life is rough. Don't change the encounter. The Players need to realize that events happen in your world and they won't be conveniently adjusted to match the circumstances they find themselves in.

Do try to give them fair warning. But if they back off to go get the rest of the PCs and then spend a lot of game time trying to prepare for this specific encounter, feel free to adjust it for the time spent while they were gone. It isn't a static environment. Keep it dynamic in a logically consistent manner.
 

The issue is they entered a magical trap. They entered a portal that takes them to a specific location. Once they defeat the challenge, there should be sufficient clues to open a new avenue of investigation. The only problem is there is only one way in and one way out. The way out is blocked by the challenge.

The players would not normally be able to find the exit while in combat, it is pretty well hidden. There is also a time shift in the magical trap. Time passes 4 times slower here than in their world.

I could modify the exit strategy so the players could escape.
 

Since no one else has said so, I'll voice the probably minority opinion that it's OK to make the challenge easier. It should still be tough, a greater challenge for the two than it would have been for the four (so that they'll be wishing their allies had come along), but still with a chance for success. I'd never put PCs in a situation they can't win unless a) they did something very stupid (and splitting up isn't that stupid), or b) it would be beneficial for the plot for the PCs to be captured. Is there any way this challenge can just cause them to become prisoners if they lose? Then the other PCs can come to their rescue.
 

Telsar said:
(and splitting up isn't that stupid)

*laugh* My players always cringe when somebody suggests splitting up. Regardless of what I have done, splitting up has never turned out right. Even if I have tried to make something easier, their dice will betray them. It's kind of weird.
 


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