Hello, there!
I have to face an issue my players have with enemy morale - especially with dimension dooring of enemies when they feel overpowered by the players. I GMed Rise of the Runelords for my group and there were a lot of boss enemies which were capable of just poofing away if combat turned out to be lost for them. In my GM view the idea of recurring villains as intended by the AP was great... but my players hated it. They hated it so much they even wanted to quit game. I experienced the same-ish (but not that strong) frustration as player in other campaigns, so I can relate. Yeah, I fully understand their frustration preparing for fights, slashing through groups of minions or monsters only to see their main target to get away in the end. It just feels unfair and like their efforts doesn't matter at all. And now, as I prepare for GMing Hell's Rebels for the very same group, I had to moan because DD seems to be a thing for almost all relevant bosses there, too.
You see, it's a little bit tricky for me to handle this issue now. I know, fleeing from a threatening situation is just natural. Using all means available to get away is logical. NPCs are no fools - why should they continue an already lost fight if they don't want to die? Why shouldn't they use magic to flee? Many enemies in Hell's Rebels are powerful and rich and/or even casters capable of teleportation magic themselves. Okay, I could just ignore this and deny them tools the players get (and my group like teleportation a lot if they are the ones who control it). Of course, when dying or surrendering is not an option for NPCs, they still would run. I don't want to chance that in general, just to take the magical option away from them since it feels like a deus-ex-machina move that definitely would ruin the play for my group - especially if a well-planned infiltration mission during the new AP fails because of an fleeing target via "unfair means", they would be furiously mad at me.
I like the idea to just ignore teleport spells for enemies in early game (there are not many enemies capable of teleporting anyway) and then take the Song of Silver as a story device to ban teleport magic for enemies in Kintargo to make the Song of Silver more powerful and to explain the fact that enemies are not using DD. In addition, it would be nice story reward for the players to give them an obvious goody.
Original Song of Silver effect wrote:
The performance takes only 1 minute, but once the song is successfully performed, the rooftop of the Kintargo Opera House glows with silver light for a week, during which time the effects detailed below are active. The song can be performed only once per month, so once it’s activated, the PCs have only a week to take advantage of its bonuses. The effects can’t be dispelled, and they persist without interruption for a week, unless the person who performed the song is slain, in which case the effects end at once. As long as the effects persist, all weapons wielded in the Kintargo city limits count as silver for the purposes of overcoming damage reduction, and all evil outsiders must succeed at DC 25 caster level checks to use any form of dimensional travel, such as teleport or planeshift. On a failed check, the effect does not function and the creature becomes staggered for 1 round.
As Raynulf stated in this thread, the effects this "powerful" protection magic has, is really underwhelming - I totally agree. I really like his solution...
Raynulf wrote:
It took longer (and more people) to perform, and could use the Opera House once per year to grant a powerful ward for a month. The ward primarily acted as a forbiddance against evil outsiders, aberrations, fey, magical beasts and monstrous humanoids, but didn’t affect any other creatures.
... a lot but I would rather change it to:
- as forbiddance against evil outsiders, aberrations, fey, magical beasts and monstrous humanoids
- and as forbiddance without the damage paragraph for evil humanoids
This would also fit nicely to my plans regarding the background of one of my players (changeling), who has some trouble with a night hag coven I would like to implement instead of the whole Luculla-story (which I don't like at all). I guess heartstones losing their power will somehow bring the hags into trouble. :D
But I have the feeling that creating such an effect (compared to the original one) could be too powerful in the end and would bring some kind of imbalance to the game. Therefore, I'm interested in how would you handle this? Would you just change the Song's effects (as I phrased it) and chance nothing else? Maybe I'm too concerned about how powerful this effect would. Or do you think, it would be too powerful, too? Would you secretly boost the enemies somehow in return for taking a good tactic options and escape plans like DD from them? Would you let them be accompanied by more minions? Or do you have an idea how to rephrase the effect without shifting the balance too much? In the end, I would like to have a powerful Song of Silver that makes a difference and feels like an achievement for the players without being game-breaking.
I would be happy to read your thoughts!