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Writing New Adventure: How to keep things from becoming too "Hack n' Slash"?
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<blockquote data-quote="Helspar" data-source="post: 221488" data-attributes="member: 4849"><p>Try setting the players against a villian that clearly out matches them when it comes to toe to toe combat. Place clues and plot threads though that can point to a weakness or some way to defeat it. Example: to slay a certain monster that has been terrorizing the village the PCs might realize after a set piece encounter that they cannot defeat it by brawn alone, but maybe if they rally the townsfolk, or convince a retired paladin to help (or lend them his magic sword that sits on the mantle) they might have a chance. If they are forced to research legends or find a sage who has a particular piece of knowledge, it leads to adventure in itself. That being said, there is no stopping those hell bent on killing and maiming everything they encounter, and some would rather have their PCs dier than back down from a fight.</p></blockquote><p></p>
[QUOTE="Helspar, post: 221488, member: 4849"] Try setting the players against a villian that clearly out matches them when it comes to toe to toe combat. Place clues and plot threads though that can point to a weakness or some way to defeat it. Example: to slay a certain monster that has been terrorizing the village the PCs might realize after a set piece encounter that they cannot defeat it by brawn alone, but maybe if they rally the townsfolk, or convince a retired paladin to help (or lend them his magic sword that sits on the mantle) they might have a chance. If they are forced to research legends or find a sage who has a particular piece of knowledge, it leads to adventure in itself. That being said, there is no stopping those hell bent on killing and maiming everything they encounter, and some would rather have their PCs dier than back down from a fight. [/QUOTE]
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Writing New Adventure: How to keep things from becoming too "Hack n' Slash"?
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