| drowlover |
So my group is all level 5 and tonight they will come up vs a powerful foe a Rage Chemist who is level 8. This is a fight they can't win and need to run from so hence the chase. So my problem is figuring out what happens should he catch one of them? I want them to know that is bad but outright killing one could be pretty unfair. Any thoughts on what I could do to keep that element of fear but not make it totally lethal? I though about them doing Fort Checks and if the Chemist fails he is stunned for 2 rounds but what if the player fails? Loses X hitpoints or maybe just con?7
| Nathan Hartshorn |
Don't always count on your PCs running from a fight. Many a time has it been for me where I said "There's no way they can... How on earth did they DO that?"
To answer your question specifically if you want to do the chase maybe the Chemist can take a swing at them when he catches up, regular attack vs AC type deal. That way the player's won't feel like its an auto kill, especially if you do all such rolls in the open.
Howie23
|
Not sure why specifically you think they can't win the fight. Certainly there can be very strong builds or tactical synergies that change whether CR is a good measure of threat, but a a CR 7 encounter should not be overwhelming for a party of 5th level characters unless the party is depleted of resources, small, or ineffective for their level.
That all said, a mechanism that is appropriate for the party to recognize that they are in a problem encounter is to use Snbse Motive to communicate the enemy's confidence. Additionally, dropping a foreshadowing element prior to the encounter can generate that concern. Finding the corpses of a prior encounter, maybe including the body of an NPC acquaintance who was know to be more capable and cautious about travellg or adventuring with other effective NPCs might do the job.
The key is to give them appropriate clues and let them draw the conclusions.
| drowlover |
Yeah I figure I am going to have to go a few rounds with him in a fight before they realize they need to run. The Chemist does not fight fair and I have a setup that will ensure the PC's are nearly out of Healing and Spells and not out of HP but pretty low. I would hope they would run but then again maybe not, but I like the idea of a free swing on them. Maybe vs their Flat Footed AC To show they are on the run.