Ending doomed, prolonged combat without robbing players?


Advice


My party walked into a trap and were attacked by a small army of enemies. I designed it to be an overwhelming force so they’d either surrender or be knocked out; most of the party has been downed, but one remains and isn’t doing too bad. He’s a well built character, with high mobility and packs a huge punch. 4th rank Invisibility is helping a lot here too.

With the rest of the party downed, I consider this combat pretty much doomed. The last one standing could put up a fight, possibly for a long time due to his mobility and stealth, but I estimate his odds of success to be low. He disagrees, believing he can defeat them given enough time (it’s a couple enemies of player level, and four of player level minus one or two). Either way, if he wins or is knocked down, it would probably take the whole session, and I’m not making my other players sit through that. This character fleeing is also off the table because he believes it would be out of character (there have been a couple “my guy” issues in the past).

I feel a little at fault for underestimating the party and not making the enemies more clearly overwhelming. Though I don’t think he will succeed, I don’t feel it would be best to just put my foot down and say “fast forward, your character is defeated.”

What are my options for a compromise here?


Please let me know and apologies in advance if this is the wrong place to post this, I’m new to these forums.

Game system is PF2E, party level 9.


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This forum is specifically for Pathfinder and Starfinder society scenarios, so you're probably not gstting as many eyes on the thread as you might in the advice forum. Hopefully the moderators respond to the flag and move this soon.

The encounter you're describing could easily go beyond an extreme difficulty, something the system doesn't really reward XP for.

My advice would be to have some of the mooks start moving downed PCs away to take them captive, or have them ready attacks on downed PCs to encourage negotiation. On the other hand, this might lead to friction between you and some of the players.

That being said, the sort of encounter you've planned is infamous for blowing up in the GM's face, and I'd reccomend not trying to use it again. Overriding Player Agency in this way seldom works well. If you want overwhelming force, you either need something so far beyond the PCs it can just ignore attacks and wait for the PCs to get it out of the system, or to flood them with so many enemies it becomes a chase scene.

Silver Crusade

Is it a possibility for you to have a one on one session before the next group session?

If not, I'd just tell the one player to show up an hour early or the others to show up an hour late and then run it. And then run it quickly (neither you nor the player are allowed to dither and overthink things).

One way or the other, an hour should be more than enough to resolve things.

Alternatively, maybe get the player to agree to "Ok, lets say you have a 40% chance of winning. I'm just going to have you roll a d20. 1-13 I win, 14_ you win"

But it kinda sounds like you're already having some friction with the player. Them not responding well to "Look, I don't want to play this out alone for an hour. You're pretty much going to lose" isn't a great sign.


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I would suggest in the future, when you intend for the party to lose, that you don't run it as a combat encounter.

When you put people in encounter mode, they're going to try and win , whatever winning looks like to them in the scenario.

Instead, you need to just narratively say, "The enemy attacking you is clearly an overwhelming force. They will accept you surrender should you offer it. If you do not, they will knock you out and take you by force."

At this point...the best path forward in my opinion is to say you made a mistake in how you ran this.

Straight up tell everyone, "This wasn't a battle you're intended to win. Yes it's railroading, please understand that I have a plan and story in mind and please work with me on this. Your characters are captured and we will resume play from that standpoint."

Hopefully you're players are willing to cooperate with you, your plan, and your story.

Remember, as the GM you could always say "More enemies appear" and you could keep adding more and more until the player loses. Nothing in the rules says you can't do that.

But please, in the future when you intend for something to happen don't make it combat or even a skill check that gives players the illusion that success is a possible intended outcome.

Sometimes plot just happens, and players should hopefully trust you enough to play along with that.

Remember, in Skyrim the Dragonborn is caught in the beginning of the story and being carted away to be beheaded. Only a dragon's intervention saves the player character from death.

Sometimes stuff is just happening to set the stage and tone of a campaign.

As a player, when I'm told that what's happening is narrative I can accept it. But if I'm put in combat I think the "normal" expectations apply and that I should have a chance of winning. If you don't want players to win, don't even start combat or allow them to believe that it's an option.

TL;DR: Ultimately your mistake is running a combat when you should have just had narrative exposition.

Dark Archive

pauljathome wrote:

Is it a possibility for you to have a one on one session before the next group session?

If not, I'd just tell the one player to show up an hour early or the others to show up an hour late and then run it. And then run it quickly (neither you nor the player are allowed to dither and overthink things).

I like this a lot. If the player thinks they can win out, let 'em try at a time the doesn't inconvenience the rest of the players.

There's an almost implicit belief that if initiative gets called for by the gm, there's a chance for the party to succeed. So overwhelm odds tend to work best when stated, not played out.
Since we've already got the ball going, play it where it lies. (Or some other, better sports metaphor)


Ectar wrote:

There's an almost implicit belief that if initiative gets called for by the gm, there's a chance for the party to succeed. So overwhelm odds tend to work best when stated, not played out.

Since we've already got the ball going, play it where it lies. (Or some other, better sports metaphor)

Eh...I disagree. I would consider starting the combat an error on the part of the OP to begin with.

The best path forward is admitting the error and talking to everyone about the issue and how the OP wanted things to proceed.


What they said. Lesson learned.

I have never seen such a ploy work, as players expect they have agency in any scene where they can act. And expecting them to submit relies on them knowing more than they do, namely that surrendering is an option, won't get them killed, and the enemies are just that strong rather than appearing strong for the sake of tension & drama (which should be a regular occurrence).
Reminds me of a GM who rewrote a module's "poison the players asleep" narrative scene so that the table could enjoy the roleplaying. Good intentions until one of them rolls a nat 20 on their save and now what? Heck a high roll by a PC w/ a high Fort would also lead to awkwardness.
Being on the receiving end, I once had to ask a newbie GM (who was following a poorly written module!), "Are we just expected to lose? Because these guys are ridiculously overpowered?" Thankfully he admitted so and we could end the pretense of what would have been a long, drawn out battle with zero stakes (except depletion of lots of reserve resources!).

And alongside lack of agency when agency's assumed, that's a major problem: all the stakes are false. There's nothing to gain, and the enemies are avoiding killing you (when at those levels those who fight casters should probably know to kill downed opponents).

Again, lesson learned, and hopefully the principles will help you balance agency vs. narration in the future.

ETA: I've been thinking of introducing new players using Call of Duty as a model for understanding that sometimes there will be cut scenes, and you'll likely fight alongside allies w/ greater firepower, but it's y'all taking all the important shots and determining ultimate success.


Yeah, I have definitely told my players "hey, this is a cutscene" so they understand the situation.

Don't do it all the time, and let the players get back into "as good" of a position as they were prior to the event pretty quickly, and it can be a good tool to tell a story.

Like, players get taken prisoner. Okay, you've got a prison escape arc, or the enemy makes you a deal and you change sides, something like that. It happens over like 3 sessions and the players are basically back to the same level of power and agency they had before.

If you try and run it where they're permanently depowered and without gear for a very long time, it's basically a screw you to your players.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I've run these types of scenarios before, and I will do it again, but if you are going to do it, the opponents have to *clearly* outclass the PCs, and there has to be something that the PCs can actually gain from the fight. (like delaying the enemies long enough that someone else can escape, or doing some damage that might weaken the enemies in the future). They must never be able to believe they have a chance of winning the fight.

In PF2 terms that means I want there to be someone on the field who is at least 6 levels higher than the PCs, with lots of backup, and a way to demonstrate their clear superiority at the beginning. If they have scouted the PCs, they will have specific countermeasures (like a way to cast Revealing Light). You do this to set up a long-term nemesis, not anyone they can go against any time soon. You also get, at most, one enforced loss per campaign.

(The most recent time I did this, the party of 4 level 7s was confronted by 4 level 15 psychics who opened by casting Rank 7 spells that were buffs or summons -- now the party knows what they were dealing with. In this case it was a modified chase, where they then had to pass skill challenges to get away from them or slow them down -- it was clear they couldn't fight. They escaped and when they come back to this city as level 11s, they will take them down one at a time.)

As for rescuing this situation, if you can't get the player to agree to have his character surrender just to keep the story moving (complimenting him on great his character is in the process), I agree with the other suggestions of trying to do this in a 1 on 1 session so as not to bore the others.

If you have to fight it out, here are some suggestions:
Remember Rank 4 invisibility only lasts 1 minute, not 10.
Send one of the mooks off for reinforcements. If they are lower level than the party you want 12-20.
Mooks should be Seeking and Aiding the more competent enemies, and positioning themselves to prevent him sneaking off. Make a wall or a circle around him.
Trade actions for actions. If Trip or Grapple are feasible, do that (with Aid and Flanking if possible)
Someone else suggested securing the other characters and taking them away. It's worthwhile to do that anyway (now he can't hide, he has to prevent their capture), but do you even need to defeat him? Can you make the plot work with them captured and him free and trying to mount a rescue? (Or if this is one of those "offers you can't refuse" scenarios, invited in without restraints to join the briefing?)

Hope some of that helps.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I can also tell from looking at your setup, that you thought that you could defeat the characters with overwhelming numbers. In PF2, levels are much more important than numbers. (Unless you use Proficiency w/out Level.)

Troops are a type of monster that was invented precisely to overcome this problem -- in the future look at bringing a couple of 4x4 guard troops instead of 30 individual soldiers.


Step one of a plot arc like this is to get buy in from all of the players that the party is going to be defeated and captured or whatever other 'bad thing' is going to happen to them. Doing that without their approval is going to feel bad.

Step two is to not run it with combat rules. It is better to run it as a skill challenge (Victory Point subsystem) with Attack Bonus being one of the skills able to be used. At that point it can be seamlessly switched over into other types of skill challenges such as negotiating terms of surrender.

Not running it as a combat adds a level of abstraction to it. The player's characters aren't losing HP. They don't ever get to any level of Dying. So the players don't panic thinking that they are going to lose control of their character. So it is much less likely that they are going to do something that goes off script and ends up being counterproductive to the plot arc... That plot arc that you got their buy in to go with in the first place.

Silver Crusade

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Claxon wrote:

Yeah, I have definitely told my players "hey, this is a cutscene" so they understand the situation.

Don't do it all the time, and let the players get back into "as good" of a position as they were prior to the event pretty quickly, and it can be a good tool to tell a story.

Like, players get taken prisoner. Okay, you've got a prison escape arc, or the enemy makes you a deal and you change sides, something like that. It happens over like 3 sessions and the players are basically back to the same level of power and agency they had before.

If you try and run it where they're permanently depowered and without gear for a very long time, it's basically a screw you to your players.

Just be aware that some players absolutely HATE losing agency like this and will quit the game/destroy the game/turn over the table (:-)) if you try.

I found that out to my horror and dismay once when I took away agency in a way that I thought the players had agreed to in advance. Turned out one of the players disagreed with me and was REALLY REALLY REALLY REALLY pissed at losing agency.


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Some players do hate losing agency, but I think those players would hate a combat scenario that was concocted with the only intended outcome being their loss, while appearing to be "fair" and something that they could win at.

And in any event, if my players aren't willing to trust me with "cut scenes" I don't really want them as players. Literally everything is at the whim of the GM. When I GM, I am not trying to screw you over. I'm trying to tell a fun and interesting story that has stakes and consequences, but it also means sometimes stuff will just happen, including to your characters, and there won't be anything you could have done about it.

And if my player isn't okay with that, then I'm not the right GM for them, they're not the right player for me, and the game I'm running isn't a good fit for them.

And all of that is okay. Not every game is for every one.


pH unbalanced wrote:

If you have to fight it out, here are some suggestions:

Remember Rank 4 invisibility only lasts 1 minute, not 10.
Send one of the mooks off for reinforcements. If they are lower level than the party you want 12-20.
Mooks should be Seeking and Aiding the more competent enemies, and positioning themselves to prevent him sneaking off. Make a wall or a circle around him....

With that many enemies, I think that shouter orders from captains could also help send the message:

-"The Lord said to capture them alive at any cost! Take them down!"
-"Keep the reinforcements coming!"
-"Don't let them break through. We have to stop them here"
-"Lord Kneecap-Breaker will be here any moment. Hold the line until he arrives. He will be the one to finish this. Hold steady, men."
-"Make way and clear a path for Lord Kneecap-breaker. You all know what will happen to you if you get in his way".

Then, if they ignore you... well... I am sure that healing spells work well on broken kneecaps. Kneecap privileges belong to those that can take a hint.


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Thank you all for the advice. It’s clear to me now that what I thought was granting agency in allowing the players to act, was really taking their agency since it was a combat they weren’t really meant to win. I had made story provisions for a possible party victory, but it would’ve been a slog for them to get there regardless. I think when I was planning, I figured it was so overwhelming that even if there was an agency issue, the combat would be over quickly. That was obviously incorrect on multiple counts.

I think I’ll do what some suggested and offer the surviving player an expedited solution based on his chances; a roll to see how many he can take down with him, or another to succeed overall. May combine it with some other suggestions of having the mooks retreat with the unconscious heroes so chances are less nebulous.

And of course, in addition to all that, I’ll never be running a “party loses” story beat in this way again, lol.

I have already communicated with them that I made a mistake, they’ve been pretty gracious about it. Next session is coming up so should be able to put this behind us soon.

Thanks again for all the answers and constructive criticism! You all just helped make a GM a little better.

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