Mark Hoover 330 |
So, something I noticed in a couple of my games: players don't specify that they're finishing off the monsters they reduce below 0 HP. This generally doesn't matter; the monsters are close to the negative they need to hit for full death, or they're undead types so getting below 0 HP destroys them anyway. Also the PCs generally get into an adventure site, defeat the monsters, loot the area and leave.
However, one of the games is a megadungeon. The campaign is designed for the characters to return often. I've taken some elite monsters in that dungeon, allowed them to stabilize after the characters moved out of the room, and had them return to battle by the time the characters revisit the dungeon.
What's more, with one orc written with a level of Ranger, I advanced him in level. When the PCs returned he was level 2, he'd gathered a bunch of level 1 warrior minions and (since the PCs took a week of Downtime before they returned) he even fortified the entrance to his area of the dungeon.
The best was in the initial fight what ended up taking the orc ranger down was one PC casting a Burning Hands spell that I described as mostly charring his legs. As a result I reduced the orc's base speed to 25' from 30' and played up how he moves with a bit of a lurch.
Does anyone else get to this level of minutiae with your monsters/villains? Do your players make their PCs coup de grace their foes after every fight?
Claxon |
My group rarely has the players announce that they're outright killing all the enemies, but we assume that to be the case unless stated otherwise. Basically it's a "We don't want enemies coming back to bother us easily" sort of thing. We don't want to have to state that we're killing everything because that makes us feel bad, but after an incident years ago where one GM TPK the party because of an enemy they didn't explicitly kill that really wanted vengeance...and well now they all die unless stated otherwise.
Some scars never heal.
But what you're doing sounds fine. You're not setting up conditions to kill the PCs, you're just making the game world more interesting. Sure you've toughened up the enemy, but the players are also tougher and can in theory handle the challenge. You're not ambushing the PCs in a place filled with traps that they thought should be safe and orchestrating a (derailing) TPK end to the campaign.
VoodistMonk |
This is 100% not a problem for my current table...
They burn EVERYTHING.
Corpses are looted, piled, and burned. Everything from bandits to trolls. Doesn't really matter to them... if they had to fight it and it is still there after the battle, it is burned.
As is most of gear that they don't take as loot.
If anything, my table is borderline TOO thorough.
Sysryke |
Used to play with a really fun guy who got a little too thorough/graphic with his post fight treatment of the fallen. He had played in a system called Hack Master, which apparently grants xp for all sorts of small details. He had a habit of very thoroughly dissecting the corpses for the sake of harvesting spell components, crafting materials, or finding hidden treasures. A bit macabre, but his descriptions and role play were rather hilarious, if somewhat "colorful". We developed a group slang, so if we need to make sure things are properly dead and searched, we say we are "Todding" the corpses.
If we're not too worried about it, we usually right off fallen foes. There's a mechanic from one of the more recent D&D editions (3.x or 4e) where all monsters die at 0 hp unless explicitly stated otherwise. I think we all just kind of defaulted to that mindset.
SheepishEidolon |
I think a stabilized and recovered enemy adds to the campaign - if you pull that only once or twice. The trope of the reoccuring villain gets annoying if used too often, and you might want to reserve some uses for other forms of comeback: Raise dead, undeath, teleportation etc..
And personally, I'd make the comeback after stabilization a rather easy (but hopefully otherwise interesting) encounter. No need to teach my players to kill all survivors and destroy all corpses - I don't want this kind of gore in my campaign.
VoodistMonk |
It doesn't have to be explicitly stated or explained in detail, if you don't want extra gore.
My table rarely describes what they are doing other than making hand motions for dumping out a bottle with some "bloops" and then someone says "whoosh"... I am aware that they are dumping oil and then setting it alight, and we move on without me screaming for all the bodies that weren't fully dead.
It is only as gorey as you make it.
Claxon |
I think a stabilized and recovered enemy adds to the campaign - if you pull that only once or twice. The trope of the reoccuring villain gets annoying if used too often, and you might want to reserve some uses for other forms of comeback: Raise dead, undeath, teleportation etc..
And personally, I'd make the comeback after stabilization a rather easy (but hopefully otherwise interesting) encounter. No need to teach my players to kill all survivors and destroy all corpses - I don't want this kind of gore in my campaign.
BBEG in my campaign we're regularly killed, then raised as a zombie, then killed again, and the corpse burned, and the ashes dissolved in acid.
We didn't want anything less than a True Resurrection being able to bring someone back, so we'd definitely "salt the earth" so to speak. Once we were able we did things like trap the soul. Once we even killed them, hauled their corpse back with us, cast raise dead on them (they decided that yes it would be a good idea), and then we cast flesh to stone on them repeatedly until they failed. And then hid their statue on an antimagic demiplane.
We do not f&@* around. We may also have trust issues.
Edit: To clarify, we didn't create the demiplane, just used it as a repository. We weren't high enough level to have trap the soul yet, and this was the best alternative we could find.
Yqatuba |
The rule of thumb seems to be you don't track neg hp unless it's an important npc or the like. Second edition (which handles dying differently, but also doesn't have player characters die as soon as they get to 0 hp) explicitly says to just have most NPCs die at 0, but I don't think it says in first.
HighLordNiteshade |
As DM, I find it humorous when one member of the party wants to keep at least one stabilized but below zero hp enemy around to heal and question, but other members of the party (usually the rear guard) get enthusiastic about mopping up all the downed enemies. Then the party "leader" returns from chasing down the last of the bad guys, ready to question some enemies, only to find that the party has killed them all. "I thought we were going to save some for questioning?" "Ooops!"
Mark Hoover 330 |
In this particular campaign, now that I've had the orc ranger (who, incidentally is called Burg in the source material, Brugh in my game) the players typically focus all attacks on foes with names.
As a result, when they decided to enter the kobold area a couple sessions ago because they just turned level 4 and wanted to flex a bit, I wrote a sheet of dozens of kobold-sounding names in my notebook. As they entered the area and got discovered the rogue, who speaks kobold, could hear all the kobolds barking strategy to each other by name.
When they realized they were about to go up against at least 10 uniquely named NPCs in the big cavern up ahead they turned and retreated through a secret passage they'd found. So far they haven't gone back.
My players have occasionally specified finishing off a foe, but usually when there is necromancy or high-level profane power about in the campaign. If they think their enemy could be brought back for a "round 2" they bring cleansing fire. Otherwise I think they're under the assumption that all monsters/foes that get the Dying condition are dead.
No, I don't intend on using recovery from Dying often. On the other hand though, unless me and my players have agreed on this style of game ahead of time, I don't run stuff like a Diablo game. Monsters/foes don't just appear in the dungeon, lurch at the PCs, get defeated, then some disintegrate to the floor while others explode into a pile of cash.
Since I was a kid and ran White Plume Mountain the first time I've always been a human who wonders "why are the monsters there, and how do they live THERE?" Since then I've striven to add consistent rules of being alive to all of my games. In PF, if the monster type says they eat, sleep and breathe I factor that into how I plan adventure sites.
As such, based on the PF RAW if a PC drops below 0 HP they get the Dying condition but can potentially stabilize and recover. It never explicitly says monsters die at 0 HP unless they're Undead (or I think Constructs) so putting those 2 together I figure some might survive the PCs raids.
Bringing these foes back, with moderation of course, helps make my game a different animal than a video game or a round of Munchkin. Villains can survive, grow, become more ruthless and more powerful. At the very least a lone survivor can return to others of it's kinfolk and spread news of the horror inflicted by the characters.
At least, that's what I was thinking.
Mark Hoover 330 |
As DM, I find it humorous when one member of the party wants to keep at least one stabilized but below zero hp enemy around to heal and question, but other members of the party (usually the rear guard) get enthusiastic about mopping up all the downed enemies. Then the party "leader" returns from chasing down the last of the bad guys, ready to question some enemies, only to find that the party has killed them all. "I thought we were going to save some for questioning?" "Ooops!"
Weirdly my players in all 3 of my campaigns pull this trick often. Not the mopping up all the foes but the keeping an enemy stabilized but below 0 HP thing. They're fastidious about gathering info so if the players decide something larger might be afoot they grab one downed villain, someone uses either a Heal check or an Orison on them, and they're carefully restrained.
This is followed by some kind of magical healing that gets the foe awake and aware. Interrogation occurs and info is gathered. My players are also keenly aware of covering as many languages as they can for just this sort of situation. In the megadungeon campaign, they hired a low-level NPC cleric to accompany them to and from the site specifically b/c that cleric has Scribe Scroll.
The cleric is paid a little extra and then constantly churns out scrolls of Stabilize, Cure Light Wounds and Comprehend Languages. Its like the players acknowledge the mechanic of a foe dropping below 0 HP but not dying right off, but they don't want to say out loud if they're doing anything about that after a battle.
They also squirm a little about what to do with foes after they've interrogated them. Its like, its fine to kick open a door or invade a monster's hunting grounds, encounter them, and obliterate that monster right off, but if said monster is helpless at the players' mercy they don't exhibit the same level of murderhobo tendencies.
HighLordNiteshade |
They also squirm a little about what to do with foes after they've interrogated them. Its like, its fine to kick open a door or invade a monster's hunting grounds, encounter them, and obliterate that monster right off, but if said monster is helpless at the players' mercy they don't exhibit the same level of murderhobo tendencies.
I know we're getting a little off topic here, but my groups constantly struggle with this issue. My groups are all predominantly good, and usually there is at least one Lawful Neutral or Lawful Good character in the mix. This situation results in the party debating if they should just kill prisoners (all the Chaotic characters try to justify this course of action), release them with some type of promise to leave the area ("or the next time I see you, no mercy!"), or try to take them to whatever 'authorities' are around. I usually treat the first action as evil (not Chaotic) and don't let them do that unless they start to slide towards evil (which has other consequences), the second has mixed results (usually better if the enemies are Lawful), and the last doesn't work well if the "authorities" are days and days of overland travel away. But we have this problem all the time, in every group I've run or played in, for the past thirty years.
Sandslice |
I think the session we had on Sunday is illuminating.
The party:
- Lawful good elf animal/healing cleric. Tries, with varying degrees of success, to be the voice of conscience for the duo. Yes, this is a two-player game.
- Sometimes, a neutral good "pixie" (reflavored gnome with magical wings) conjurer.
Don't you dare tell her she's anything other than a pixie, though.
This is the Evoker's rules of engagement.
----
1. If you are not a PC or class pet creature, you are obligated to act productively in combat, even against self-interest, unless explicitly ordered otherwise.
2. Enemies must never be allowed to retreat, unless it cannot be prevented. After all, even the dumbest animal that's been driven off MAY be simply going to fetch reinforcements.
3. All defeated enemies will first be considered for possible enslavement Diplomacy checks to recruit, with all allies in a threatening position in case "revival equals gratitude" doesn't do the trick. This is why I said ostensibly lawful good.
4. All defeated enemies will be considered for their valuable loot and body parts. Also for food value, if such food would be eaten by civilized humanoids.
5. Everything else will be burned. If fire will not burn, then use acid (unless they're cultists of Jubilex, in which case acid would be ironically respectful.) He often forgets to allow dead creatures to be used for food for his interminable menagerie.
----
Also, regardless of the actual situation, the Evoker also has a tendency to decide what an encounter's reward is, and to work exclusively toward that even if doing so would be chaotic evil. But that's a story for another time.
Andostre |
Once we even killed them, hauled their corpse back with us, cast raise dead on them (they decided that yes it would be a good idea), and then we cast flesh to stone on them repeatedly until they failed. And then hid their statue on an antimagic demiplane.
We do not f%!% around. We may also have trust issues.
Edit: To clarify, we didn't create the demiplane, just used it as a repository. We weren't high enough level to have trap the soul yet, and this was the best alternative we could find.
Now I want to use this as a backdrop. The PCs stumble across this demiplane centered around a castle keep that's filled with old statues. As they hunt for their macguffin, they start to make their knowledge checks identifying the statues as statues of villains that disappeared after they encountered a legendary adventuring party that's now retired or that was killed. If they figure out what the statues are, they could realize that one of the villains should have a key piece of lost information that they need for the current adventuring party's overarching quest.
Claxon |
Claxon wrote:Now I want to use this as a backdrop. The PCs stumble across this demiplane centered around a castle keep that's filled with old statues. As they hunt for their macguffin, they start to make their knowledge checks identifying the statues as statues of villains that disappeared after they encountered a legendary adventuring party that's now retired or that was killed. If they figure out what the statues are, they could realize that one of the villains should have a key piece of lost information that they need for the current adventuring party's overarching quest.Once we even killed them, hauled their corpse back with us, cast raise dead on them (they decided that yes it would be a good idea), and then we cast flesh to stone on them repeatedly until they failed. And then hid their statue on an antimagic demiplane.
We do not f%!% around. We may also have trust issues.
Edit: To clarify, we didn't create the demiplane, just used it as a repository. We weren't high enough level to have trap the soul yet, and this was the best alternative we could find.
Well, we did definitely fill it the demiplane with statues. It just sort of became routine because we didn't want to risk anyone coming back to haunt us.
So basically every group's leader we encountered got turned to stone and locked away. There were probably hundreds of statues of enemies.
Most of them probably weren't that dangerous to us as we continued to level and they didn't...but the whole idea was to never give them an opportunity.
Scott Wilhelm |
It comes up a fair amount when I'm gaming. I have a lot of GMs who like to have their bad guys recover and Raise each other, so making sure they are dead and won't come back is often a concern. I have had a character that was a Cavalier, Order of the Penitent, so she would make sure we DIDN'T finish off most of the monsters.
VoodistMonk |
It comes up a fair amount when I'm gaming. I have a lot of GMs who like to have their bad guys recover and Raise each other, so making sure they are dead and won't come back is often a concern. I have had a character that was a Cavalier, Order of the Penitent, so she would make sure we DIDN'T finish off most of the monsters.
You actually played a Penitent Cavalier? And played it right? Wow. I only see Order of the Penitent come up in super cheesy BS builds that all but completely ignore the premise of the Order... most of them are quite the opposite, in fact, and are focused on CdG/Throat Slicer-type nonsense.
You deserve a firm handshake and commendation.
Scott Wilhelm |
Scott Wilhelm wrote:It comes up a fair amount when I'm gaming. I have a lot of GMs who like to have their bad guys recover and Raise each other, so making sure they are dead and won't come back is often a concern. I have had a character that was a Cavalier, Order of the Penitent, so she would make sure we DIDN'T finish off most of the monsters.You actually played a Penitent Cavalier? And played it right? Wow. I only see Order of the Penitent come up in super cheesy BS builds that all but completely ignore the premise of the Order... most of them are quite the opposite, in fact, and are focused on CdG/Throat Slicer-type nonsense.
You deserve a firm handshake and commendation.
It was a super cheesy build: Mark Seifter has personally declared an unauthrorized war against it. But I also observed the edicts of the Order. She defeated a lot of opponents in a single round, but she never killed any of them. I guess you could say I played her like a (good) cop or maybe like the bounty hunter in the Hateful 8 that Samuel L. Jackson called the Hangman, who insisted on bringing back alive bounties that were wanted Dead or Alive?
Anyway, thanks for the handshake.