Mark Hoover 330 |
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So in the last session of the megadungeon campaign, the players fought some kobolds. These were stock standard kobold warrior 1's straight out of the Bestiary 1 and the PCS are nearly level 6. Needless to say, the kobolds were soundly defeated.
However, some of the kobolds only TECHNICALLY dropped to negative HP with the Dying condition, but the PCs just attacked for a couple rounds, shrugged, and left. I intend to have half those kobolds, exactly 4 NPCs, have made their Stabilize save and have recovered off screen.
So, having survived that I'm going to level up these kobolds. Based on their being kobolds I'll just give them levels in an NPC class, but if they'd been other kinds of monsters/foes, I might advance their HD, give them class levels or even just deliver a template.
Do your PCs ever leave foes dying on the battle map? If so, what do you do, if anything, with these creatures? I personally don't always keep such monsters around but once in a while this is a good way to explain recurring villains or reinforcements or something.
Claxon |
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Almost never do I bring them back.
Mostly because players get upset and then say things like "Don't forget to make sure everyone is dead" and I don't dealing with the morality of that.
Enemies that I want to be reoccurring characters make it clear they're not dead, usually with some sort ninja-esque smoke cloud exit after having been defeated.
DeathlessOne |
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I generally use all the loose ends that the players give me to help better shape the narrative. My worlds are reactive to the presence of the players, and their decisions matter.
For your circumstance, I'd have the kobolds show up sometime later and recognize the characters... and prompting GTFO. If successful, they will recognize that the characters are going to be a reoccurring danger to themselves, and act accordingly. Have them watch and spy on the players. Have them save any other monsters that players don't outright kill. Have them start building up a resistance to the characters and stage an ambush. Have that ambush inevitably failure due to the improper planning on the kobolds part.
The goal? It gives you a series of encounters that you really don't have to make up from scratch and helps the players get more immersed into the game. It makes them feel their actions (or lack of actions) have real consequences. It makes them feel that your world is much more alive that it otherwise would feel.
Kimera757 |
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Two PF1e GMs will often track if NPCs survive. Sometimes they even become recurring NPCs. However, I cannot recall a time when we gave mercy to an NPC and they came back to being a thorn in our side.
For instance, in a homebrew adventure we killed a kobold "king" and knocked out his son, plus the troglodytes who were secretly controlling them. Because the kobold "prince" survived, he was able to tell us what actually happened. We felt kind of bad. He took his people and left. I doubt we will ever see him again unless we specifically seek them out.
For the kobolds levelling up, I think that's a great idea. Chances are the PCs won't even notice they keep fighting the same kobolds. Maybe tell them at the end of the game!
SheepishEidolon |
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Well, there are multiple options, but IMO first you should ask yourself two questions: 1) What do I want to achieve as a GM? 2) And what are potential side effects?
1) A gritty campaign is served well by survivors coming back for revenge. A shiny campaign usually works better with defeated foes just disappearing. DeathlessOne had another example with saving effort and improving immersion.
2) When players notice survivors come back to harass them, they might want to make sure everyone is really dead. That's probably not what you want as a GM (see Claxon's post). On the other hand, if defeated means gone, without gory details, players might become more used to use violence to solve problems - after all, there is just the impression of a body dropping.
yukongil |
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I've done so in the past with an NPC that had a better-than-expected showing during an encounter or was memorable to the players, should that NPC have happened to survive or there is a neatly plausible way for them to come back.
overdone it becomes tedious and leads to "mutilate the bodies!" as a survival mechanism and I think that detracts from most games (grimdark world is ok however)
I had a Night Hag in a 3rd edition game that the players just hated with a fiery passion of a thousand fiery suns of fire. In their last battle she managed to survive though was thoroughly defeated. About 10 levels later she showed up again, though this time looking for help from the heroes, as something worse than her was about and she was pulling a Darla (though this game proceeded that arc by about 4 years, so suck it Whedon!). Anyways, players really enjoyed seeing her show up again, though totally not in a way they expected.
DeathlessOne |
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2) When players notice survivors come back to harass them, they might want to make sure everyone is really dead. That's probably not what you want as a GM (see Claxon's post). On the other hand, if defeated means gone, without gory details, players might become more used to use violence to solve problems - after all, there is just the impression of a body dropping.
These kind of developments are also usable in a dynamic world. Players that make sure their enemies are really dead, well, that makes their characters often more brutal or thorough in their behaviors. This will generate some rumors and reactions from the NPCs inhabiting the world. For good or ill, the way they move through the world will have consequences.
PC: Why don't these people immediately trust me? I am a Paladin!
DM: Well, there are rumors of your ruthlessness in dealing with your enemies, and well... Most people have things that they don't want known, even if they are Good.
PC: But, I'm Good! I would never...!
DM: They don't have the ability to sense that. All they know is what they've heard. Perhaps your enemies have been whispering in the right ears.
glass |
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I would never bring back a defeated-but-not-killed ordinary kobolds as anything other than possibly an ally. I certainly do not want the PCs going round and cutting the throats of every downed enemy after the fight.
Mindless or mind-controlled enemies might be different (mentioning no names Viorian Dekanti).
_
glass.
Claxon |
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SheepishEidolon wrote:2) When players notice survivors come back to harass them, they might want to make sure everyone is really dead. That's probably not what you want as a GM (see Claxon's post). On the other hand, if defeated means gone, without gory details, players might become more used to use violence to solve problems - after all, there is just the impression of a body dropping.These kind of developments are also usable in a dynamic world. Players that make sure their enemies are really dead, well, that makes their characters often more brutal or thorough in their behaviors. This will generate some rumors and reactions from the NPCs inhabiting the world. For good or ill, the way they move through the world will have consequences.
PC: Why don't these people immediately trust me? I am a Paladin!
DM: Well, there are rumors of your ruthlessness in dealing with your enemies, and well... Most people have things that they don't want known, even if they are Good.
PC: But, I'm Good! I would never...!
DM: They don't have the ability to sense that. All they know is what they've heard. Perhaps your enemies have been whispering in the right ears.
Don't get me wrong, I like a good living responsive world, but this can go back and forth all day.
When I started playing, I defaulted to never finishing off a downed enemy, it didn't occur to me.
Then, we had a campaign where the GM decided if we didn't announce that we finished off an enemy, they came back. Usually in the middle of that night or some other time when we were weakened, trying to catch us at an opportune moment. After we caught on, the group has ever since in every campaign we play ensured everything is dead when we leave, unless we have to run away from combat.
If later NPCs responded to us that we were brutal and they didn't want to be around us, as a player I would be upset because I would feel like I'm being punished no matter what I do.
If you're going to punish players by bringing back NPCs (more than maybe once per campaign) then don't also punish them when they start making sure the enemy is dead. And please don't turn it into an escalating war either.
Oh, you killed this guy, but his friends resurrected him. And he trained the whole time to kill you, and focused on learning everything about you to counter your strengths and exploit your weaknesses.
For me, that's not a fun game.
Now, that may be fun for some groups, but that's the kind of thing you talk about BEFORE you start the campaign.
Mark Hoover 330 |
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I'm glad a lot of you bring up the "verisimilitude" or "setting reactions" to PC actions. I prefer to run a game with a good mix of realism and fantasy; not "gritty" per se but I want things to kind of make sense, like monsters having obvious food and water sources and so on.
I'm running a megadungeon from Frog God Games and in the source material it says the kobolds will always get reinforcements for their fallen numbers, eventually. I've gone out of my way to have my players discover that the group of kobolds in the dungeon is a smaller colony of an existing, larger tribe.
However I've ALSO told my players that the dungeon was originally intended for Slow advancement but my players all wanted Medium, so the compromise I made with them up front is that I reserve the right to level up some threats to keep some of the dungeon's factions relevant.
Well, these Kobolds getting back up and leveling tics both boxes. It helps confirm that the kobolds replace their losses, sometimes just by saving and healing some of their own fallen members and ALSO those who survive level up so that they're stronger and more adept at dealing with the fast-evolving threat posed by the characters.
Not to mention...
With the exception of the paladin PC the other characters are basically murderhobos. They have on several occasions taken NPCs from the city to the dungeon and gotten these folks back safely, but in the process they've left oceans of gore in their wake, never batted an eye, interrogated and slain prisoners w/out giving them the chance for quarter or redemption or mercy (I talked to the paladin player about that and he's since gotten more conscientious about this activity) and so on. What's more, they've had an AUDIENCE in the form of these NPCs.
The past couple sessions, after five levels of their PCs acting this way, they've begun to notice that darker, seedier elements of the city are starting to praise them for their aggressive punishment and murder of evil while some of the kinder, gentler citizens want nothing to do with the PCs. It came to a head when a PC turned a blind eye to an obviously black-market alchemist he was dealing with b/c that alchemist would give the PC the best deal on selling some loot.
Well, after dealing with said unsavory NPC, the characters were detained by the guard before leaving town. The guard wanted to question the PC that had been to the alchemist's shop to ascertain if the PC did anything illegal or if they'd witnessed anything illicit from their visit. The party became aghast, dealt with it and were cleared (since the character didn't ACTUALLY do anything wrong).
Afterwards my players all complained to me that the citizens are treating them so badly. I quietly laid out all the points above. I mentioned that, although the paladin isn't in danger of losing his holy powers just yet, even he is now lumped in with this idea that the party is just a bunch of murderous mercenaries, just like all the other rowdies that the city quietly tolerates with disdain. As such, the more the PCs act like that, the more of the "nice" people in the city will avoid them.
It took my players about a year to finally start understanding the lesson I've been putting out there since the campaign started - their actions will have in-world consequences. If they want to be treated like heroes, they should act like heroes. If they want to be treated like CN mercenaries, or worse yet outright vile scoundrels, then they should (and currently do) act that way.
The paladin player and the guy running the wizard who got questioned for working with the evil alchemist took it to heart and are trying to RP with NPCs a little bit more kindly. The other 2 players act like I never said anything. Time will tell how things progress
So it doesn't happen often but every once in a while I'll have a kobold, or gnoll, or in one instance giant weasel, show up with a scar on it's face or terrible burns or something relating back to when the PCs faced them the first time. Sometimes the players recognize it, other times they don't. Specifically with the gnolls I brought back though, the players are noticing that they're suddenly armed with spears along with the normal weapons I gave them (to deal with the paladin's mount with Trample), or that they have flasks of water or Liquid Ice (since they know the wizard PC is fire-obsessed based on all the spells they've survived)
DeathlessOne |
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For me, that's not a fun game.
Now, that may be fun for some groups, but that's the kind of thing you talk about BEFORE you start the campaign.
Yes, there also happens to be a thing called "reasonable limitations" and a gaming philosophy of "Don't be an a#$+~%#" that I assume is in play at any given time. So, the GM that you experienced these things with? He wasn't operating under those rules. I hope you either gave him some time off to think about what he did, or promptly fired him from his role and found someone else.
Now, should we assume that these rules are in place from this point forward? Because that will lead to less back and forth about what is and what is not the proper length to take things when dealing with enemies that managed to survive their encounter with the PCs?
ErichAD |
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I've played one game where the enemies kept coming back for more. attack>defeat>imprison>escape>attack I think we defeated one assassin type character 3 times before he died in transport to a prison. That's frustrating.
I've also run a game where nothing could be killed permanently, it was part of an ongoing mystery about how the world was unraveling. But I also had most of the defeated creatures chose to avoid the party after dying and coming back because dying is super not fun.
I also have a house rule that lets you use coup de grace to cripple foes rather than just kill them. Essentially, if they would have died to your coup de grace, you can instead do your HD in con damage to them, blind them, or remove the use of their arms or legs. All of which could be removed by raise dead type magics or recover naturally in 1d4 months of bed rest. Unfortunately, I introduced that rule in a game where the characters are pretty evil people, so there aren't tons of survivors anyway, so it's untested.
SheepishEidolon |
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Yes, there also happens to be a thing called "reasonable limitations" and a gaming philosophy of "Don't be an a*#&@~#" that I assume is in play at any given time.
Well, both make good guidelines, but still leave some room for interpretation.
I think we defeated one assassin type character 3 times before he died in transport to a prison. That's frustrating.
Ultimate Campaign IMO has decent advice on enemies coming back. Nowadays, if a GM stresses the trope too much, I'd try to point them to it:
Recurring Villains: Only the very greatest villains should be able to come back from defeat, and this should happen very rarely. Otherwise the players might develop a feeling of futility, along with suspicions about the GM’s impartiality—which can severely disrupt a campaign. The notes on the “pet NPC” from earlier in this chapter apply with particular force to major villains.
In order for a comeback to be possible, the villain must have escaped in such a way that the players do not feel cheated. There are some exceptions to this, but they are few: the villain might come back in undead form, for example, or in a resurrected but still somehow damaged body. In most cases, however, if the PCs killed the villain fair and square, she should remain dead—end of story.
A villain should never come back from death more than once. If the players start to feel that nothing their characters do can put an end to the villain, frustration and suspicions of cheating grow. The reappearance of a defeated challenge should be greeted with shock and surprise, not with knowing groans.
Sandslice |
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Do your PCs ever leave foes dying on the battle map? If so, what do you do, if anything, with these creatures? I personally don't always keep such monsters around but once in a while this is a good way to explain recurring villains or reinforcements or something.
In the game I've been running, no. They do one of two things:
- Kill and burn;
- Surround with an alpha strike readied, revive, and cast Diplomancy. This most typically occurs with animals, and often regardless of what the animal did during the fight.
They don't even allow enemies to be put to flight, because they might simply be going to summon reinforcements. Even if the enemies have limited intelligence and were only attacking for food - the evoker does insist on bringing his predator buffet table... err... wagon of show animals - it can't be that the predator is retreating because the risk (being elemental blasted, spiritual-kukri'd, sworded, or arrowed to death) outweighed the reward (tasty eats.)
Derek Dalton |
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In most of my games the players made sure the monsters were dead well below zero. In some cases they stuck them to make sure they were dead. I had no issue with this since I never planned on mosnters surviving an encounter. My issue was in one campaign I had the group capture two prisoners. Now I never planned on the prisoners coming back the PCs got XP. One player refused to still let them live citing they could come back. Even out of game he insisted on killing them. The campaign ended shortly after and two I reinforced my ban on Chaotic Neutral alignment.
Mudfoot |
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If the defeated NPC has a reason to go back and attack the PCs, it will, as appropriate. Otherwise it will probably just avoid the dangerous threat.
A reason to attack again might be
* revenge (though this is unlikely and assumes a good chance of success or a strong motive like the PCs killing his wife and kids)
* orders from above
* religion
* mindless / undead / fiendish evil
* wanting to get something back, my precious
* being drunk
And 'attack' might not come as a direct assault. It might be some other form of revenge such as getting someone else to attack them, or stealing their horses or burgling their room at the inn or some other, possibly petty, act of vengeance.
In a 1e campaign, the PCs killed a wizard. He had a beautiful daughter whom they let live because she wasn't a threat. But she was a 2nd level MU who knew Charm Person, and she'd go around convincing every thug and hothead in the city to attack the PCs, and every beggar to tell lies about them. They never did work out what was going on.
avr |
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Revenge is one reaction, fear perhaps more likely, but another is gratitude for being spared. Having the full range of reactions show up tends to promote good behaviour which feels like a better game IMO.
If you have a player who insists on killing everything they possibly can in cold blood then that person's been scarred by overly grim GMing.
Hugo Rune |
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I track negative HP and return the survivors to the ranks, tracking their recovery. That said if the party has time to search the bodies then it is assumed that they 'mercifully despatch' any dying unless they want to take prisoners for questioning, which they often do.
I also try very hard not to get my creatures killed if they have a will to live. Retreat is a big thing in my game.
On a related note, evil tends not to have the same access to healing as good. My party has withdrawn from several battles after facing several waves of the enemy only to return a couple of days later once fully restored to find the stronghold poorly defended with visibly injured guards and most of the soldiery healing in their barracks. The few clerical leaders can only prepare and cast so many heal spells between them.
CorvusMask |
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I tend to go with assuming that unless tracking survival of npcs is somehow relevant(whether because there is healer, fake death abilities, brainwashed people or not that evil people, relevant as witnesses, etc), that they just die when they go down from lethal damage.
I mean when you want to do "How do you wanna do this?" moment with bosses would be kinda lame to be like "Aaand then you coup de grace them after doing your fatality" :p
Warped Savant |
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If you have some kobolds survive, be prepared for statements like "we stripped their gear and checked them over for stuff but didn't notice they were still breathing? None of them cried out in pain? They were all silent while barely clinging to life?"
Sure, the players didn't say that they made sure the NPCs were all dead, but did you give an indication that some of them might still be alive?
A bunch of other stuff about this that doesn't matter nearly as much:
Having random NPCs survive after dropping below zero hit points seems like a bad idea to me. I've ran 4 APs, at least half a dozen modules, and games in other systems... I've never once had an NPC come back from being down as it teaches the players to be merciless and, often, more graphic than some of the other players are likely comfortable with.
If you really want the random NPC kobolds to live have them limp away never to be seen again. They nearly died against the PCs, likely had all of their gear taken, and have smaller numbers... it seems like a fools mission. If kobolds are supposed to come back later in the campaign have it be other ones that are there to avenge the fallen... Or maybe some of the ones that survived the fight, but make sure you don't make things harder than it would've been for the group otherwise you're punishing them for not being overly detailed, which is boring. Using unstated things against players will likely end up with everyone being paranoid that they're not saying every little thing you want them to say and could end up with the players feeling like you're looking for "gotcha!" moments because the players didn't think of something that the characters would've thought of.
The one time that I had an NPC come back from being captured and arrested by the group was because it was SUPER suitable and I replaced a different miniboss with the one that had been arrested. I made it very clear to the group that if they had killed the NPC earlier instead the same fight would've happened but with a different, unknown NPC and it wouldn't've felt as important. I told them this because, well, it was true, but mostly because I didn't want them thinking that arresting someone was useless and would therefore only kill enemies.
Later in that same campaign they learned how the NPC had escaped prison and used the way in / out to their advantage when they had a different challenge they had to complete involving the prison.
Gilfalas |
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Our GM's world does not have 20th century morality for the most part so 'gentling' fallen enemies into the afterlife is common on a battlefield.
If your good aligned and an enemy surrenders that is a whole different thing, depending on the honor of your character.
But a foe who fought till you were forced to put him down on the ground but is not quite dead yet? Let him bleed out or put a blade to him to 'stop his pain' is perfectly acceptable in a medieval world with as much clash of arms as most fantasy settings have.
Least that is how we run it.
Sysryke |
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I've seen reasonable suggestions both ways from this and other threads and games. I think recurring enemies, even some low level mooks could be fun occaisionally if a GM has some plan or idea for them. Usually if there's some ongoing threat potential from enemies, our group will get some kind of clue or chance to spot that the fallen aren't dead. For most encounters though, we adopted the 4e mechanic that an enemy that hits 0 hp is dead, barring a special ability.
Insapateh |
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If you have some kobolds survive, be prepared for statements like "we stripped their gear and checked them over for stuff but didn't notice they were still breathing? None of them cried out in pain? They were all silent while barely clinging to life?"
Well, yeah, they were silent. Did you make a Heal check or just rifle through their pockets? Were you particularly concerned with checking an unconscious enemy for vital signs?
That's how the game rules work and it's only a DC10 (plus penalty) CON check to stabilise. Not everybody is gonna make it, but inevitably some will.
They get a CON (DC10 again) check every hour to see if they regain consciousness so that's an hour where they're silent and clinging to life. How long does it take to search a handful of bodies?
Should players either:
1. Expect that the rules apply differently to NPCs than to them?
2. Be under the impression that somehow, by sheer coincidence, that they always do at least enough damage to bring an NPC to negative-CON HP on their last attack?
Both seem less reasonable to me than just understanding the rules and how they apply.
Warped Savant |
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Warped Savant wrote:If you have some kobolds survive, be prepared for statements like "we stripped their gear and checked them over for stuff but didn't notice they were still breathing? None of them cried out in pain? They were all silent while barely clinging to life?"Well, yeah, they were silent. Did you make a Heal check or just rifle through their pockets? Were you particularly concerned with checking an unconscious enemy for vital signs?
That's how the game rules work and it's only a DC10 (plus penalty) CON check to stabilise. Not everybody is gonna make it, but inevitably some will.
They get a CON (DC10 again) check every hour to see if they regain consciousness so that's an hour where they're silent and clinging to life. How long does it take to search a handful of bodies?
Should players either:
1. Expect that the rules apply differently to NPCs than to them?
2. Be under the impression that somehow, by sheer coincidence, that they always do at least enough damage to bring an NPC to negative-CON HP on their last attack?Both seem less reasonable to me than just understanding the rules and how they apply.
It's about setting the right expectations for your game. If enemies coming back to get revenge on the PCs because the players didn't specify that they slaughtered them all after they were down, then that's fine.
Doing it as a surprise "gotcha" is a jerk move the first time you do it. After that one time expect the players to either get frustrated as it's not something that's come up in a game for them before or to start saying every single thing they do and not trusting you to play another "gotcha" card in relation to things later on.Personally, that's not the kind of game I'd enjoy.
Should players expect the rules to apply differently? Of course not.
Should players expect their GM to want them to say they check and make sure everyone is dead? Depends on the GMs history and what the expectations are for the game.
Understanding the rules and how the GM applies them, what the GM tracks, and what the GM does with them depends on the expectations that the GM has laid out for the game.
Just because it's by the rules doesn't mean it's the right thing to do.
As a few people have said, it depends on wat kind of behaviour you want to see in your players.
Insapateh |
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It's about setting the right expectations for your game.
[...]
Doing it as a surprise "gotcha" is a jerk move the first time you do it.
[...]
Personally, that's not the kind of game I'd enjoy.
[...]
Just because it's by the rules doesn't mean it's the right thing to do.
As a few people have said, it depends on wat kind of behaviour you want to see in your players.
Sure. Gotcha GMing is among the worst types of DMing (in my opinion, no such thing as wrongfun, and so on and so forth. But I don't see how this is gotcha GMing. Outside of a beer n' pretzels dungeon crawl, actions should have consequences, good and bad.
These are the things players, and their characters, should be considering in a game with any level of even semi-serious RP.
- Do we always want to be the ones to instigate violence?
- Do we always want to be the ones to take it to lethal damage when non-lethal attacks might do it?
- Do we want to be the kind of people, and have the reputation of people, who will execute any and all downed and defeated enemies without hesitation?
- Do we ever have reason to want to keep an enemy alive?
- Do we want to specifically not kill downed enemies, and accept the various consequences of leaving people behind that have no real reason to like us?
- Are there different considerations in each fight, or potential fight, that will change these decisions?
None of this implies that any and every enemy will:
1. Not be brought straight to dead by either massive damage or just going below -CON
2. Make the CON check to stabilise (yes, I roll the check)
3. Wake up later and decide they still have an appetite to cross the people who just ground them into a fine paste
4. Have the wherewithal and resources to act on that desire
5. Still be relevant to a potentially world-traveling party by the time they catch up
But the potential for this shouldn't be seen as a bad thing, because that's how people actually work in the real world. People hold grudges for a variety of reasons. sometimes they act on them, sometimes they don't.
There's nothing wrong with a more gamist approach, but it's certainly not any more virtuous just by nature of being more gamist. And slitting everyone's throat just to avoid the possibility of later issues, without any repercussions in-game-world, is no less gamist than hand-waving the need for a party to make that decision.
Insapateh |
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And to be honest, if the party don't kill every downed foe, you create a world where it's easier to avoid a TPK by a bad set of rolls because there can be a reasonable expectation that other people might behave the same for their own reasons when they beat the bejeezus out of your players, and it doesn't have to have the whiff of DM ex machina.
Insapateh |
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Reward the behavior you want to see.
You want efficient executions? Have surviving enemies return.
You want merciful warriors? Have enemies steer clear of their victorious foes.
You want people to think about it? Have a mix of the two.
Hell, the returning enemies don't even have to become stronger. Sometimes it's nice to let the party say "you again?!! lolz" and just straight up slap somebody silly.
VoodistMonk |
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The players in my Kingmaker campaign exciled some enemies they let live. Those two particular enemies went to Pitax... the party then "liberated" Pitax.
One of the characters was going to kill them for disobeying, but they argued that they did what they had been told without any way to predict that the kingdom would grow to swallow Pitax.
Pitax WAS excile yesterday.
I thought that was a fun situation for letting enemies live.
Claxon |
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And to be honest, if the party don't kill every downed foe, you create a world where it's easier to avoid a TPK by a bad set of rolls because there can be a reasonable expectation that other people might behave the same for their own reasons when they beat the bejeezus out of your players, and it doesn't have to have the whiff of DM ex machina.
I'll disagree with this, if only because typically the players are the good guys. They might care how the game world reacts to them.
NPCs on the other hand only exist as a foil to the players.
It's rarely in the interest of the bad guys (assuming beyond the first few levels once the party has established who they are) to allow such persons to live.
I try to avoid TPKs by simply not letting it be such a close fight. Which was easy in PF1, considering it was usually more of a struggle to make it a tough fight (post level 5).
Insapateh |
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I'll disagree with this, if only because typically the players are the good guys. They might care how the game world reacts to them.
NPCs on the other hand only exist as a foil to the players.
It's rarely in the interest of the bad guys (assuming beyond the first few levels once the party has established who they are) to allow such persons to live.
I try to avoid TPKs by simply not letting it be such a close fight. Which was easy in PF1, considering it was usually more of a struggle to make it a tough fight (post level 5).
World reactions can be just as much practical considerations as moral ones but the point is, overall, not lost.
There aren't many moustache-twirler villains in my campaign. Although the players don't actually know that yet.
It's more that the players start to recognise that there might be a reason someone would want to keep them alive than anything else. Long-term and short-term convenient aren't always the same.
TriOmegaZero |
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Hell, the returning enemies don't even have to become stronger. Sometimes it's nice to let the party say "you again?!! lolz" and just straight up slap somebody silly.
I can say from experience that the party very much enjoyed encountering the ambushing archers that got away a few levels later when the bard could dimension door the fighters behind them...
Mark Hoover 330 |
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First off, again; I'm using a module intended for Slow advancement on Medium. By the time the PCs finish the entire megadungeon they're supposed to be level 5 in the original material but they're level 5 right now. I'm constantly upgrading threats, adding new ones and so on to keep the megadungeon relevant.
To the point Tozzy Tozbourne made though, the "behavior" I'd like to reward doesn't surface anymore.
Level 1, the first few adventure sessions saw the party making their way to the city through the wilderness. They encountered a half-giant on one side of their path and a bunch of hobgoblins on the other. Fighting their way through isn't an option so despite the paladin sensing evil on the half-giant the PCs engage him in conversation.
He's sad b/c his mate just died. All he has left is a flock of Dire Goats to remember his wife by. The half-giant wants to kill and eat the hobgoblins b/c they keep trying to steal his goats. The clever PCs broker a truce and, since he's a paladin of Abadar, the paladin works out a trade agreement between both sides.
PCs saved an NPC being held by the hobgoblins who has become a contact that can get them good deals on weapons; they ALSO got a free campaign Trait I made up that gives them +1 on Survival and Knowledge: Geography in that specific area of wilderness if they ever return b/c the half-giant taught them all kinds of hidden ways to navigate the area.
That was the first and last time the PCs tried to use anything except lethal brute force to deal with conflicts in the game.
Contrast that with last session. The party had no reason to engage the kobolds they did. They reached a T-intersection that they knew well. To the south 30' away was the entrance to a room containing their goal - a stairwell to level 2. To the north, 80' away, is one entrance to the kobolds' area in the map.
The U-rogue spotted the kobolds hiding on sentry duty 80' away as she scouted in Stealth around the corner. The party consists of a half-dwarf paladin (no stealth), a human wizard/Fire Wizard (no stealth on him, high stealth on his Diminutive dragon familiar; possesses scrolls of Vanish and 1 scroll of Invisibility), a half-elf U-Monk (high Stealth), and an elf U-Rogue (extremely high Stealth), and finally a half-orc cleric NPC (very little Stealth but Sanctuary spell always taken so he can heal others during a fight).
If the goal was simply to get to the stairs, there are a half-dozen different ways they could've done it. This was very obviously not the goal however. Instead of using stealth, secrecy, guile or subterfuge to simply avoid 4 kobolds and get to their goal undetected, the U-rogue (without waiting for input from the party) along with the wizard (through his familiar) took it on themselves to move closer to the kobolds and then surprise ambush them.
Once the ambush started the rest of the party except the paladin and NPC cleric joined in. It was a straight up slaughter. Two kobolds were fully dead (took 5 HP as well as 10 negative HP with Con 10), one in the Surprise round and one at the start to round 1. The wizard and his familiar dropped a third to negative HP/Dying and the U-Monk dropped the last one with a freaking BOOMERANG!
The guards DID scream an alarm though so the party ran south and went down the stairs anyway, so they were technically undetected. However 2 of the kobolds Stabilized at negative HP. They will get healed by the shaman; they will tell of the ambush. The kobolds will understand that for some reason (they haven't found the hidden stairwell to the south yet) the murderous warlords that keep invading use the room south of their lair for something.
The behavior I started off rewarding was the PCs using stealth, negotiation and understanding of their enemies to build long-term solutions. Instead of continuing that practice however the party quickly became murder-hobos. I got no PROBLEM with my players playing like that and they're having fun so cool... except they still want all the social and Downtime perks they were getting at the beginning of the game.
They don't want to be hassled by guards when they have dealings with black market alchemists; they want the bandits in the forest they absolutely slaughtered to provide secret knowledge about the woods when they keep one alive, show him his buddies and promise a quick death. In short, they don't want to be TREATED like murder-hobos, even when they act like that.
However now that they've mercilessly obliterated no less than three bands of kobolds, one of which who were guarding their OWN lair, for nothing else than said kobolds being in the wrong place at the wrong time, the kobolds are going to have to face a decision: flee this new lair they've started building in the shadow of a LIVING GOD (there's a Young Adult Black Dragon in another part of the dungeon that they commune with) or find a way to defeat the trespassing warlords for revenge.
Sysryke |
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I think you'd indicated that the paladin player at least was starting to get a clue. Don't penalize the player's, but absolutely give consequences to the character's actions. Can't remember if it was you or another poster, who mentioned having the more unsavory aspects of the local culture starting to get chummy with the party, but use that. Maybe lay it on a bit thicker than you think you need to.
Hopefully even your more willfully dense players will catch on, that they're falling in with a bad crowd. Either they'll make efforts to change their ways, or they'll lean in and they can start getting those social perks they crave from the scum instead of the cream of society. Either way, the paladin in particular will have some serious choices and RP to make. There's either a fall, a character swap, or some sweet redemption in the future.
Your players/characters need to learn/understand that living in the gray spaces (neutral alignments) can be fun and freeing, but extra goodies and perks come from commiting to peoples, ideals, and loftier goals, for good or ill.
Warped Savant |
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I think this entire discussion shows that people have different expectations.
So long as you let the players know what your expectations are with the game you're running it shouldn't be a problem.
I go into a game thinking that we don't need to state that we make sure everyone is dead. If the GM is running it where people can stabilize, heal, and track us down I'd be annoyed the first time but would get over it. But every encounter after that I'd most likely be making sure everyone is dead. (It does, of course, depend on the game and the situation).
So it might be fun for you, as the GM, to have survivors come back to get the party but I can almost guarantee that you'll only be able to do it once with that group.
Insapateh |
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I can say from experience that the party very much enjoyed encountering the ambushing archers that got away a few levels later when the bard could dimension door the fighters behind them...
I try to have some evidence of the benefits of leveling up at least once per level.
Normally in the form of a bestiary creature that used to be a challenge now just being a minor hindrance to the actual intent of the encounter, or even being come across on it's own and getting stomped into oblivion.
Lets the players feel they're accomplishing things and that they're powerful.
Insapateh |
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If you drop an enemy NPC to zero, he’s dead, and unless he’s a lich with an undiscovered phylactery or some type of Magic Jar / Spirit Jars nonsense, he doesn’t come back.
That must be super awesome for when an NPC needs to be captured alive.
"Take the non-lethal penalty, even though the enemy is trying to kill you, or lose"
That sounds even less fun, tbh.
Ryze Kuja |
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Ryze Kuja wrote:If you drop an enemy NPC to zero, he’s dead, and unless he’s a lich with an undiscovered phylactery or some type of Magic Jar / Spirit Jars nonsense, he doesn’t come back.That must be super awesome for when an NPC needs to be captured alive.
"Take the non-lethal penalty, even though the enemy is trying to kill you, or lose"
That sounds even less fun, tbh.
Well if their intention is to knock him unconscious and take him alive, then that's not a problem. I'm not a douche.
I'm saying "generally speaking", if they reduce an enemy's HP to 0, he doesn't stabilize after they leave and then start hunting the group. Liches with in-tact phylacteries and Vampires with un-wooden-staked hearts would be an obvious exception to this.
Warped Savant |
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Ryze Kuja wrote:If you drop an enemy NPC to zero, he’s dead, and unless he’s a lich with an undiscovered phylactery or some type of Magic Jar / Spirit Jars nonsense, he doesn’t come back.That must be super awesome for when an NPC needs to be captured alive.
"Take the non-lethal penalty, even though the enemy is trying to kill you, or lose"
That sounds even less fun, tbh.
If the group expresses that they want to keep someone alive any half-decent GM would then keep track of how close to actually dead the NPC is no matter if they normally do or not.
Implying that someone wouldn't is ridiculous and shows that you're at least pretending to treat things and a solid yes or no rather than shades of grey.Wouldn't all GM threads be way shorter if people stuck to this advice?
Yep!
Sometimes it's good to get opinions from other people, but usually it comes down to what the GM wants to do and what the group enjoys.A GM knows what they want to do and knows their group better than anyone on here.
Thread Necromancers' Guild |
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Thread Necromancers' Guild wrote:Sounds like a waste of valuable corpses, if you ask us. Waste not, want not.*narrows his eyes*
You do know how expensive it is to raise undead, yes? Why would you waste that precious onyx on kobolds?
Undeath is never wasted. But you must think bigger than onyx, dear.
Insapateh |
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Sorry for the double. Forum ate bits of my last post.
I was clever and copied it. Will delete the old one in a sec:
Well if their intention is to knock him unconscious and take him alive, then that's not a problem. I'm not a douche.
I'm saying "generally speaking", if they reduce an enemy's HP to 0, he doesn't stabilize after they leave and then start hunting the group.
Funnily enough, that's what I said too:
None of this implies that any and every enemy will:
1. Not be brought straight to dead by either massive damage or just going below -CON
2. Make the CON check to stabilise (yes, I roll the check)
3. Wake up later and decide they still have an appetite to cross the people who just ground them into a fine paste
4. Have the wherewithal and resources to act on that desire
5. Still be relevant to a potentially world-traveling party by the time they catch up
Using the rules as they stand seems to be a bit more straightforward than just DM-fiating a "my previous rule of 0HP=insta-death doesn't apply in this specific case because... reasons". And, in my experience, there are often a variety of reasons where a non-murder-hobo party will want to not-kill everyone with whom they happen to cross swords (or spells, or whatever).
People coming back after stabilising to hassle the party later should be rare but equally it should be possible and if that makes the party gank every poor sap they KO, then that's a decision they are free to make and might have consequences in how they are reacted to, if word gets around (which it might not - dead men tell no tales as they say).
Insapateh |
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If the group expresses that they want to keep someone alive any half-decent GM would then keep track of how close to actually dead the NPC is no matter if they normally do or not.
Implying that someone wouldn't is ridiculous and shows that you're at least pretending to treat things and a solid yes or no rather than shades of grey.
I think my post above covers my opinion on that and how shades of grey are both 1. Where the game gets interesting and 2. Better accommodated in the existing rules re: 0HP, stabilising, not ganking every downed foe etc. But, IMO, YMMV, and so on and so forth.
Yep!
Sometimes it's good to get opinions from other people, but usually it comes down to what the GM wants to do and what the group enjoys.
A GM knows what they want to do and knows their group better than anyone on here.
I suppose that's part of it. The player I've known for the least longest time in my current group, I first met in 2009. The next newest person in the group is my wife, so I reckon I know her at least a little.
Of the three remaining players, two have been friends since our mutually embarrassing teenage years and the other almost two decades.
They know I won't gotcha them, just as I can trust them not to just try and murder their way out of every problem. They've actually surprised me a few times with the number of people they've actively decided not to kill. And it is likely to go poorly for them in the next couple of sessions based on one such decision. But they understood that when they made the decision (so I'll probably go a little bit easy on them).
I just think it's a little more black and white, binary, and less conducive to versimilitudinous (that word was a nightmare to type) story-telling to have hard and fast rules of either '0HP means dead' as a GM or 'gank 'em all just in case' from a player one. Even if you then conjure reasons to waive those rules on the occasions that you need to.