Demonspell
Explorer
As a DM, over several years, I have learned that what is that the story is more important than game play. I have been known to take all kinds of drastic efforts to maintain the story. I have added HP to bosses, and halfed damage to players whatever it takes to maintain the story and keep the players engaged.
I design every encounter with my players in mind, and when I discover that they are dealling damage too quickly in what should be an epic battle, I do what is necessary to make the battle epic. It is about the players and what they will enjoy, and how that enjoyment can become a great story. I ask myself what stories will this adventure provide their characters with. Is that an acceptable story from my perspective? If that story goes something like this:
"We walked in on Drow Priestess, Lloth's top Acolyte just as she was completing the final incantation for the destruction of the human race. Zelda fired a single arrow with perfect precision that pierced her neck causing her own blood to drip onto the focus instead of the human slaves, and all the drow around her started writhing on the ground. It was amazingly easy, drow were such a pathetic race..."
Then I needed to make some adjustments in how the event turned out. Maybe the boss needed more HP, maybe that perfect roll should have caused a different affect, but sacrificing storyline, just because of amazing rolls, and great damage isn't going to make my players happy in the long run. I have to know what it will take to engage them, and make it a truly epic fight.
You have to use this sparingly though, its not like you can adjust everything constantly because you have a well coordinated group of players that make really lucky rolls. And this goes both ways, both for and against the players.
In one adventure I was running, the group finished a rather minor battle, and had made some great rolls, killing off the baddies in little less that 2 rounds. They cleaned up, but their battle got the attention of a Bodac a couple of rooms over. It started walking their way, and group finished up their rummaging, gathered up and headed out of the room and rounded the corner of a long hallway. The bodac surprised them and using its stare attacked instantly killed their lead fighter due to a roll of 1 for his Save. Frankly, there was nothing I could have done, but it made a great story as the group scrambled to kill a mob that just slew one of their members without even touching him. They finished the adventure without the fighter, and brought the body back to a nearby temple. Using most of the treasure they collected they managed to get the fighter ressurected and it made a great story, both in and out of the game. In fact, the players mention that adventure to me fairly regularly when we meet.
My point is, I knew there was a risk that I would lost a character when I put the bodac in the game, and I had to decide if that risk was worthwhile, for the game and the players. It clearly was, and that is all that really matters. That is what you have to consider when you make on the fly adjustments to your NPCs. If it makes the story better, then go for it, it is doesn't don't change a thing.
I design every encounter with my players in mind, and when I discover that they are dealling damage too quickly in what should be an epic battle, I do what is necessary to make the battle epic. It is about the players and what they will enjoy, and how that enjoyment can become a great story. I ask myself what stories will this adventure provide their characters with. Is that an acceptable story from my perspective? If that story goes something like this:
"We walked in on Drow Priestess, Lloth's top Acolyte just as she was completing the final incantation for the destruction of the human race. Zelda fired a single arrow with perfect precision that pierced her neck causing her own blood to drip onto the focus instead of the human slaves, and all the drow around her started writhing on the ground. It was amazingly easy, drow were such a pathetic race..."
Then I needed to make some adjustments in how the event turned out. Maybe the boss needed more HP, maybe that perfect roll should have caused a different affect, but sacrificing storyline, just because of amazing rolls, and great damage isn't going to make my players happy in the long run. I have to know what it will take to engage them, and make it a truly epic fight.
You have to use this sparingly though, its not like you can adjust everything constantly because you have a well coordinated group of players that make really lucky rolls. And this goes both ways, both for and against the players.
In one adventure I was running, the group finished a rather minor battle, and had made some great rolls, killing off the baddies in little less that 2 rounds. They cleaned up, but their battle got the attention of a Bodac a couple of rooms over. It started walking their way, and group finished up their rummaging, gathered up and headed out of the room and rounded the corner of a long hallway. The bodac surprised them and using its stare attacked instantly killed their lead fighter due to a roll of 1 for his Save. Frankly, there was nothing I could have done, but it made a great story as the group scrambled to kill a mob that just slew one of their members without even touching him. They finished the adventure without the fighter, and brought the body back to a nearby temple. Using most of the treasure they collected they managed to get the fighter ressurected and it made a great story, both in and out of the game. In fact, the players mention that adventure to me fairly regularly when we meet.
My point is, I knew there was a risk that I would lost a character when I put the bodac in the game, and I had to decide if that risk was worthwhile, for the game and the players. It clearly was, and that is all that really matters. That is what you have to consider when you make on the fly adjustments to your NPCs. If it makes the story better, then go for it, it is doesn't don't change a thing.
Last edited: