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*TTRPGs General
What To Do With Silly, Power-Mongering Players
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<blockquote data-quote="Infinite Monkey" data-source="post: 45368" data-attributes="member: 968"><p>My suggestion would be to check your tactics. Assuming you have 4 12th level characters on your hands, design a EL 16 encounter, using mostly lower level NPCs. If properly played, this should be enough to seriously hamper your characters.</p><p></p><p>Before the encounter, decide exactly what you want the encounter to acheive. Do you want to kill a character, or subdue a character and teleport away with them or subdue them all and have them wake up in prison. Think about group tactics, such as attacking from multiple angles so that area spells can't get them all, concentrating on one character at a time, grappling, traps, nets, reach weapons.</p><p></p><p>Consider toning down the realism of you campaign for one session so that you can teach them a lesson. Make up a reason why what they have done would get them in deep trouble, rather than thinking of reasons why it wouldn't. Don't overdo this, so that it doesn't feel like you are changing things just to get the players, but just a bit.</p><p></p><p>Maybe on of the children was related to a powerful paladin, who hears about the kidnap and comes (with buddies) to investigate. They don't need to be as high level as the characters, so long as there are lots of them and they use good group tactics. Maybe there is a druid living nearby that doesn't like them wandering through his turf with a demon. Maybe he's angry enough to really make their life difficult. All you need to do is attack with a few creatures every hour and the characters will eventually run out of spells. Then keep attacking every hour and they will eventually run out of hit points and maybe take the point. If they have spells that allow them to escape, thats OK, because the druid has informed all of his druid friends, who have informed all their friends and the local treants and the local animals and the local etc....</p><p></p><p>Also, if the characters get out of scrapes too easily because they know how things work, change how they work. If they have pissed off a powerful mage at some time, maybe he sends an iron golem to take them out. They kill it with rust spells. Thats fine, the mage just makes one out of mithril, so that its immune to rust and has an even higher DR. Inscribe symbols of pain and insanity and the like all over the golem, so that even looking at it is likely to ruin the characters day. Give it wands for eyes. Replace its breath weapon with a fireball wand, so that anytime they damage it, it just breathes near its feet and heals itself. Then order the golem to capture one of the characters and take them back to the wizard, who is really eager to explain just how annoyed he is about the characters destroying his favourite iron golem.</p><p></p><p>Hope that is enough ideas. One last point...</p><p></p><p>Think about tactics again. <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></blockquote><p></p>
[QUOTE="Infinite Monkey, post: 45368, member: 968"] My suggestion would be to check your tactics. Assuming you have 4 12th level characters on your hands, design a EL 16 encounter, using mostly lower level NPCs. If properly played, this should be enough to seriously hamper your characters. Before the encounter, decide exactly what you want the encounter to acheive. Do you want to kill a character, or subdue a character and teleport away with them or subdue them all and have them wake up in prison. Think about group tactics, such as attacking from multiple angles so that area spells can't get them all, concentrating on one character at a time, grappling, traps, nets, reach weapons. Consider toning down the realism of you campaign for one session so that you can teach them a lesson. Make up a reason why what they have done would get them in deep trouble, rather than thinking of reasons why it wouldn't. Don't overdo this, so that it doesn't feel like you are changing things just to get the players, but just a bit. Maybe on of the children was related to a powerful paladin, who hears about the kidnap and comes (with buddies) to investigate. They don't need to be as high level as the characters, so long as there are lots of them and they use good group tactics. Maybe there is a druid living nearby that doesn't like them wandering through his turf with a demon. Maybe he's angry enough to really make their life difficult. All you need to do is attack with a few creatures every hour and the characters will eventually run out of spells. Then keep attacking every hour and they will eventually run out of hit points and maybe take the point. If they have spells that allow them to escape, thats OK, because the druid has informed all of his druid friends, who have informed all their friends and the local treants and the local animals and the local etc.... Also, if the characters get out of scrapes too easily because they know how things work, change how they work. If they have pissed off a powerful mage at some time, maybe he sends an iron golem to take them out. They kill it with rust spells. Thats fine, the mage just makes one out of mithril, so that its immune to rust and has an even higher DR. Inscribe symbols of pain and insanity and the like all over the golem, so that even looking at it is likely to ruin the characters day. Give it wands for eyes. Replace its breath weapon with a fireball wand, so that anytime they damage it, it just breathes near its feet and heals itself. Then order the golem to capture one of the characters and take them back to the wizard, who is really eager to explain just how annoyed he is about the characters destroying his favourite iron golem. Hope that is enough ideas. One last point... Think about tactics again. :) [/QUOTE]
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