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*TTRPGs General
When to Run? Balancing Descretion with Heroism
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<blockquote data-quote="Talic" data-source="post: 2974247" data-attributes="member: 27838"><p>I think its definately best to present a challenge that is obviously very very dangerous to the party. As others have stated, otherwise players don't know its deadly untill it's to late.</p><p></p><p>But I think maybe the best thing to do in such encounters is to provide for multiple means of escape. Dont make the hall they came down the only reasonable way out, with another door on the far side of the chamber, behind the threat. Instead, give the party a chance to identify the threat, and provide a second(or more) means of escape. </p><p></p><p>For a rough example in a generic dungeon, the party enters a long chamber. At the far end, a couple of giants(something obviously well above party's ability) sift through some loot. The players should have a round or 2 to realzie the threat before the giants notice them. If they dont run, it should take an additional round or 2 for the threat to be on them. Maybe a rickety bridge span's a chasm between the party and the giants, slowing their attack. Even if the players dont immediately retreat, they may change their mind after the first salvo of magic and arrows doesnt slow down the enemy. Now the players have decided to run, but there are 3 small doors(big enough for party, not big enough for giants) on this side of the chasm for them to flee through. </p><p></p><p>The slow time to the full encounter can provide a clue that maybe they shouldnt be there, and that they have time to retreat. Providing options gives them other means of progressing through the adventure without flat out turning around and finding the last fork in the road. If you want the party to run, dont turn it into an inescapable chase. The doors are to small for the giants to pursue, but the party can feel like they narrowly averted death.</p><p></p><p>Despite what I just said, sometimes the chase is good. More to herd the party through the story than actually hurt. But have them flee from an area they've already explored. Have them chased by never-ending swarms of spiders. Something they can easily outrun and escape, but if they hold their ground, they'll eventually die. but even here, a choice of exit routes is strongly encouraged.</p><p></p><p>I don't think the players should be outclassed like that to often, but once in a while urges a bit more caution, and instills a bit more respect in the DM's story. Just a reminder that while they are the heroes, they may not win in the end.</p></blockquote><p></p>
[QUOTE="Talic, post: 2974247, member: 27838"] I think its definately best to present a challenge that is obviously very very dangerous to the party. As others have stated, otherwise players don't know its deadly untill it's to late. But I think maybe the best thing to do in such encounters is to provide for multiple means of escape. Dont make the hall they came down the only reasonable way out, with another door on the far side of the chamber, behind the threat. Instead, give the party a chance to identify the threat, and provide a second(or more) means of escape. For a rough example in a generic dungeon, the party enters a long chamber. At the far end, a couple of giants(something obviously well above party's ability) sift through some loot. The players should have a round or 2 to realzie the threat before the giants notice them. If they dont run, it should take an additional round or 2 for the threat to be on them. Maybe a rickety bridge span's a chasm between the party and the giants, slowing their attack. Even if the players dont immediately retreat, they may change their mind after the first salvo of magic and arrows doesnt slow down the enemy. Now the players have decided to run, but there are 3 small doors(big enough for party, not big enough for giants) on this side of the chasm for them to flee through. The slow time to the full encounter can provide a clue that maybe they shouldnt be there, and that they have time to retreat. Providing options gives them other means of progressing through the adventure without flat out turning around and finding the last fork in the road. If you want the party to run, dont turn it into an inescapable chase. The doors are to small for the giants to pursue, but the party can feel like they narrowly averted death. Despite what I just said, sometimes the chase is good. More to herd the party through the story than actually hurt. But have them flee from an area they've already explored. Have them chased by never-ending swarms of spiders. Something they can easily outrun and escape, but if they hold their ground, they'll eventually die. but even here, a choice of exit routes is strongly encouraged. I don't think the players should be outclassed like that to often, but once in a while urges a bit more caution, and instills a bit more respect in the DM's story. Just a reminder that while they are the heroes, they may not win in the end. [/QUOTE]
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