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What To Do With Silly, Power-Mongering Players
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<blockquote data-quote="Piratecat" data-source="post: 45012" data-attributes="member: 2"><p>Lots of good advice here. I echo Henry's, and add that the absolutely best way to teach them a lesson is a highly mobile strike force of four good NPCs (paladin, monk, cleric, wizard - make the monk the most powerful) who <strong>only attack one character at a time, when that character is alone.</strong></p><p></p><p>For instance:</p><p></p><p>Evil PC cleric goes by himself to pray/sleep/go the bathroom/talk to a NPC (like when the children got rounded up.) Good guys had cast a <em>divination</em> for "when is the best time to bring one of these villains to justice?", and are waiting invisibly (and flying)/ethereally/scrying. Once that lone PC is separated from the rest of the group, they swoop in/materialize, already <em>hasted</em> and beefed up with clerical spells such as <em>bulls strength, greater magic weapon, magical vestment, endurance, bless</em>, etc. The monk does a full attack and tries to stun; the other three hit the lone PC HARD with their best attacks, one person making sure that they are poised to disrupt spells. With luck, the lone PC will drop within two rounds. Once this happens, the good guys take his body and wind walk/teleport/dimension door/fly away.</p><p></p><p>Then, the next day - or two days, or week - they come back for the next PC....</p><p></p><p>I guarantee that after two PCs have been taken, the others will never want to separate for ANY reason! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you want to teach them a lesson, don't kill the evil PC. Take his magical items and give them to the good guys, take his holy symbols and spell components and even clothes, then spread the rumor that he's being held in a particular jail. He isn't; it's the good NPCs setting a trap, of course.... or maybe they strand the PC in Mount Celestia, forced to listen to lectures from angels. Or maybe they strand him in a different outer plane, somewhere tough to return from.</p><p></p><p>You have to walk a fine line between "challenging and fun PC smackdown" and "The DM is out to get us, this game sucks." If you just want to spank your players and teach them a lesson in humility, this method might work. If you just want them to stop the evilness, best to talk to them and say you don't like how the campaign is going. </p><p></p><p>- Piratecat</p></blockquote><p></p>
[QUOTE="Piratecat, post: 45012, member: 2"] Lots of good advice here. I echo Henry's, and add that the absolutely best way to teach them a lesson is a highly mobile strike force of four good NPCs (paladin, monk, cleric, wizard - make the monk the most powerful) who [b]only attack one character at a time, when that character is alone.[/b] For instance: Evil PC cleric goes by himself to pray/sleep/go the bathroom/talk to a NPC (like when the children got rounded up.) Good guys had cast a [i]divination[/i] for "when is the best time to bring one of these villains to justice?", and are waiting invisibly (and flying)/ethereally/scrying. Once that lone PC is separated from the rest of the group, they swoop in/materialize, already [i]hasted[/i] and beefed up with clerical spells such as [i]bulls strength, greater magic weapon, magical vestment, endurance, bless[/i], etc. The monk does a full attack and tries to stun; the other three hit the lone PC HARD with their best attacks, one person making sure that they are poised to disrupt spells. With luck, the lone PC will drop within two rounds. Once this happens, the good guys take his body and wind walk/teleport/dimension door/fly away. Then, the next day - or two days, or week - they come back for the next PC.... I guarantee that after two PCs have been taken, the others will never want to separate for ANY reason! :) If you want to teach them a lesson, don't kill the evil PC. Take his magical items and give them to the good guys, take his holy symbols and spell components and even clothes, then spread the rumor that he's being held in a particular jail. He isn't; it's the good NPCs setting a trap, of course.... or maybe they strand the PC in Mount Celestia, forced to listen to lectures from angels. Or maybe they strand him in a different outer plane, somewhere tough to return from. You have to walk a fine line between "challenging and fun PC smackdown" and "The DM is out to get us, this game sucks." If you just want to spank your players and teach them a lesson in humility, this method might work. If you just want them to stop the evilness, best to talk to them and say you don't like how the campaign is going. - Piratecat [/QUOTE]
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