Rabbitbait
Grog-nerd
osmanb said:In 3.5, the overall capabilities of the party are somewhat limited at low-to-medium level. During this phase of a campaign, the DM has to be very careful when designing encounters and challenges. Depending on the set of classes in the party, it's easy to accidentally construct an impossible (or overly difficult) scenario for the players. As a result, many DMs talk about having to figure out how their players are going to be able to overcome whatever they're building.
At higher levels (once you get to around 5th and 6th level spells), the party's versatility increases tremendously. DMs can pretty much just make up anything, and the PCs can probably find a way to deal with it. The huge arsenal of crazy utility spells available to the Cleric/Druid/Wizard lets them overcome or circumvent almost any challenge. If they're planning to do something, and realize they don't have what they need, it's usually one in-game day of "We Teleport to some large city, buy the scroll(s) we need, Teleport back". At this stage, the DM can usually count on the PCs (if the players are somewhat experienced) coming up with solutions, even if the DM didn't bother to make sure that a solution existed.
Going back to the OP. I've always made sure that my players know before the start of any campaign that they will come across stuff that they won't be able to handle, and they'd better work out quick when to avoid situations or they will die. I then set up a number of story threads going on at the same time. This gives the advantages of the players feeling that there is a lot of stuff going on in the world, that their choices really do make a difference, and that they really need to think about where they can and can't make a difference.
The truth is that I'm not actually that harsh - I make the things that they can't handle pretty obvious. But it sets up a nice level of fear and paranoia.
When it comes to designing actual situations, I generally don't worry too much about how the PCs will get out of it. They're smart - they'll figure it out. If I've already thought of it then it's probably too obvious, and the level of satisfaction they get from coming up with something completely left-field is great. It puts me on the spot as a DM as well which I like.
I always try and leave the option of running away if I can.
However - I'm definitely not adverse to players having their characters die in the early levels. It's a good time to happen as they don't have so much of an emotional attachment, you can role up new characters without having them feel a bit plastic, and it sets a good level of fear for the rest of the campaign which makes the whole thing more fun.
In short - don't worry about working out ways for the PC's to survive. They'll either figure it out, run away or die. All are good options.