And with so many of us trying to keep our games going digitally these days, I figured I'd take a moment to make some suggestions for strategies I'd recommend we all leave by the wayside.
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| You have the power. Use it responsibly. |
#1: The 5-Foot-Step and Teleport
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| And they're gone again... what a surprise. |
Wrong.
Though this tactic is effective at achieving its goal, it's cheap. There's almost no way to prevent it from happening, so the party gets robbed of a genuine victory because you put an unstoppable ace up your villain's sleeve. In my experience you can pull this stunt precisely once before your players start getting frustrated, wondering what's the point if you're just going to teleport out every time they get close to winning.
What You Should Do Instead
Instead of simply plucking your villain off the board with a magical deus ex machina, make them work for their escape. Have them turn themselves invisible and try to sneak off, for example, or make multiple, illusory copies of themselves and run out of different hallways. Or, if you're not averse to adding accessories to your table, get a chase deck. I seriously cannot say enough good things about this tool, and the Ultimate Chase Deck Bundle is the answer to your prayers as a DM.
You also need to remember that even if your bad guy doesn't get away, and the heroes win, so what? If the villain is important and dead, resurrect him and bring him back again. If he's captured, have him escape and come back for vengeance. And, as the Dungeon Keeper himself points out, you can even add a template for the next go round. Now the heroes are eager for a rematch, because you didn't rob them of their victory before, and very little has changed, mechanically.
#2: Fear Effects That Force You To Flee
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| Oh god, it's coming right for us! |
The reason for this is two fold. First is the fact that a lot of players have characters who have seen some of the worst things the setting can offer, and they've stood toe-to-toe with monsters of all sorts. Fleeing, even under magical influence, makes them embarrassed because it's their characters being forced to act like cowards. Secondly, in practical terms, failing a save like this means the players may as well just take out their phone and wait for everyone else to finish the fight. Because if they have to spend three rounds running away, and then three more rounds running back, either the monster will be dead, or the party will be. Either way, they don't get to participate, and that's a serious problem.
What You Should Do Instead
If you really want to use fear specifically, focus on the kind of fear that gives PCs a negative, but which doesn't dictate their actions for them. Stacking debuffs onto that fear, whether it's a short-term spell or a long-term curse, is infinitely preferable to just not being allowed to participate.
And remember, just quoting a number at someone and saying, "So now you're scared," never brings a player deeper into the game; it just annoys them. If you actually want your players to be scared of a situation, you need to build the atmosphere and work for it. Using details like what you find in 100 Cults to Encounter or 100 Graves and Grave Markers For a Fantasy Graveyard is going to go a lot further than just demanding everyone make a save, and dictating to them how scared they should act.
#3: Actually, Ditch Mind Control in General While You're At It
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| No, really guys, I think they're friendly! |
Players who came to the table to play the game are being told they can no longer participate because they failed a save.
In small doses, this is annoying. When done in more heavy-handed ways (such as turning the fighter against the party's spellcasters) it can seriously damage trust. Because while it's true that the wizard is dead because of what the villain did, part of the reason they got killed so effectively is because the barbarian built a wrecking ball. As such, at least some of that animosity is going to splash back onto the player, who had no say in the matter. It's messy, it's icky, and it ruins a lot of enjoyment.
What You Should Do Instead
Illusions. If you want to confound your players, or create bizarre and awful visions that might get them to act in ways counter to their own best interest, use illusions. Whether it's making innocent townspeople look like ravenous zombies, or the villain taking on the appearance of one of the party members to sow confusion, illusion magic sets off scenarios where the players (and only the players) decide how to move forward. And because the dungeon master isn't essentially puppeting the players, there's no chance of getting backsplash on each other if something really bad happens.
Enchantment is still a totally viable option, just don't use it to control the players' actions. Use it on important NPCs, like getting the mayor to turn against them Grima Wormtongue style. Poison the well of the town's goodwill if the party doesn't stop what's happening... but if you're going to pull a Bela Lugosi and have the fighter look deep into the vampire's eyes before he just goes and murders his comrades, that's going to lead to serious trust issues, and everyone playing paladins who are immune to compulsion effects from now until you get out of the DM chair.
#4: Slapping Unfixable Status Conditions Onto Your Party
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| Oh boy... that's going to leave a mark... |
The problem occurs when you hit your players with something that cripples them, and which they can't actually remove. That's bad enough if it happens for one fight, but if they're stuck with a status condition they can't get mitigate while they're in the middle of hostile territory, then you're basically setting them up to fail.
And that is a decision you made, as the DM.
What You Should Do Instead
The easiest way to negate this problem is to look at your players' capabilities, and to look at the thing you want to hit them with. If it's going to be a serious complication that could lead to them being totally ineffectual, and they can't actually remove it, then it's something you should either not use, or modify in some way.
For example, if you're using monsters that cause ability damage, and the party has a cleric who can heal said damage in short order, then it's a perfectly viable tactic. If the party is going to have plenty of time to rest after the fight, so the damage will heal itself naturally, that's also not a big deal. But if you're going to hit the fighter with Strength drain, for example, and the party is far too low level (or lacks a caster with the necessary spell) to undo that damage, you should either not use that tactic, or make it clear there's a way to get it back. Perhaps laying the vampire's ashes to rest releases the harm it's done, undoing the damage when the ritual is complete. A modification like this lets the players feel like they didn't get a freebie, but they also don't have to walk around with a big, fat, permanent negative that impedes a character's ability to do their job.
#5: Purposefully Negating PC Abilities All The Time
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| Well what are the odds? These ones aren't melee fighters either. |
Now, as a dungeon master you should totally change up the challenges your party faces from encounter to encounter so things don't get boring and samey. At the same time, though, it is extremely bad form as a DM to just throw stuff at your party that you know certain characters simply won't be able to engage with at all. Because, as with previous examples, you're just going to wind up with players who pull out their phones and wait for the people whose powers do still work to solve the problem.
What You Should Do Instead
Honestly, this is a complicated issue that's going to vary a lot based on who is in your party and what their capabilities are. But as a for-instance, say your party has a paladin. That paladin is geared to fight evil creatures, so when it's time to throw down with undead and demons, they're ready to go. In that situation there is absolutely nothing wrong with throwing golems, neutral mercenaries, or angry animals at the character. However, if the paladin never gets to cut loose with their holy powers and smite the wicked... well, shouldn't you have told them up-front to play a different character?
An occasional fight where the barbarian can't close with the flying enemy, or the archer is at huge negatives from the cover the enemy is standing behind is fine... but when that turns into every fight, it creates a serious problem. Which is why it's generally a good idea to make sure there is something for everyone to do in a fight... especially because it evens up the action economy.
So by all means, have a flying spellcaster hucking down lightning bolts from on-high. But while the sorcerer and the ranger are trying to shoot them down, add some big angry minions on the ground for the barbarian and the fighter to contend with. Now everyone's got a dance partner, no one feels left out, and the fight is far more epic than it was going to be.
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That's all for this week's Moon Pope Monday!
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