Yeah...I am not sure if I am being to easy. They seem to be butt raping my necromancers.drmigit2 said:Depends. You can't set up an unlosable situation. If the dice really decide to butt rape the players, then someone will probably end up dead. Actively attempting to kill your players is a horrid idea and they will soon grow tired. There are a few Gigax setups that are basically character meat grinders and if you really want to, feel free to play those. Boss battles can kill off or injure a character, but remember that narrative is better than gameplay. If you want to, feel free to stretch the rules a tiny bit for the sake of a good narrative or character. An example I like is from Counter Monkeys, where one of the people in his D&D got killed by the Scorpion Queen. Instead of killing him off, he offered a way out, a curse. This gave the character more motivation and whatnot.
The gist of what I am trying to say, is that you have to be fair. Yes, if anyone is dying, it will be because either you set a death trap, or the dice gods decided to smite sir dies-a-lot. Don't make the adventure too easy, but don't make it brutalizingly hard either.
They are basically done with the necromancer quest for now and found an evil book of Vecna in the necromancer's fort. Not quiet sure how I want to handle that. But maybe they don't get back to town before I kill off their hirer city guards which will then make the city not trust them.Redryhno said:depending on what edition you're playing I can help you more, but in any case, add unexpected traps into dungeons that have a good chance of injuring the characters(the middle of a fight, have the fighter charging across the field at the necro casting spells suddenly make a Dex/Reflex/etc. check with a pretty steep modifier or fall into a pit of pungee sticks. Go look up Grimlock's(it may be Grimtooth's) trap book, it has some seriously lethal trap ideas and more than one both the players and the GM can laugh about.
Now, I'll just tell you the way I'd deal with it, have the Necros instead start sending out skeletal messengers or whatever instead of themselves, or have the air vibrate with magical energy as the ground around the entrance explodes in a flurry of undead jumping out of their resting places. If you're having trouble with thief's and and their little sneak attack killing your necros that come out for whatever reason, flood the area with light spells, so that their sneakiness is rendered a bit moot with their shadow being cast ten miles long. Patrolling baddies that they can't take on at their level, bone golems or something.
Or make up an entirely new monster, I'll give you an idea I had for mine, and it fits most necro holds, the Refuse "Shit" Golem, ten feet tall, each time you hit it, they have to take a test to see if they can hold the puke in from the stuff that stick to their weapon when they pull it out.Each time it hits them, there's a good chance that it grabs ahold of them and sticks them into it's body, where they have five turns before they get sucked in and then another five before they suffocate, either way, they come out of it sickened and refuse to wear their armor until it has been cleaned, polished, and then cleaned again, but the smell will persist FOREVER. Very effective against people saving money and spending it all on their armor, especially thieves, since their ability to sneak attack is greatly reduced. The only way to cause lasting damage to it is to set fire to it, which causes it to explode when it hits 0 and everyone spends the next hour loudly retching, drawing major attention to their area.
You could have the book drive whoever's holding it insane. It could get bad enough that one party member has to fight the restbdcjacko said:They are basically done with the necromancer quest for now and found an evil book of Vecna in the necromancer's fort. Not quiet sure how I want to handle that. But maybe they don't get back to town before I kill off their hirer city guards which will then make the city not trust them.Redryhno said:depending on what edition you're playing I can help you more, but in any case, add unexpected traps into dungeons that have a good chance of injuring the characters(the middle of a fight, have the fighter charging across the field at the necro casting spells suddenly make a Dex/Reflex/etc. check with a pretty steep modifier or fall into a pit of pungee sticks. Go look up Grimlock's(it may be Grimtooth's) trap book, it has some seriously lethal trap ideas and more than one both the players and the GM can laugh about.
Now, I'll just tell you the way I'd deal with it, have the Necros instead start sending out skeletal messengers or whatever instead of themselves, or have the air vibrate with magical energy as the ground around the entrance explodes in a flurry of undead jumping out of their resting places. If you're having trouble with thief's and and their little sneak attack killing your necros that come out for whatever reason, flood the area with light spells, so that their sneakiness is rendered a bit moot with their shadow being cast ten miles long. Patrolling baddies that they can't take on at their level, bone golems or something.
Or make up an entirely new monster, I'll give you an idea I had for mine, and it fits most necro holds, the Refuse "Shit" Golem, ten feet tall, each time you hit it, they have to take a test to see if they can hold the puke in from the stuff that stick to their weapon when they pull it out.Each time it hits them, there's a good chance that it grabs ahold of them and sticks them into it's body, where they have five turns before they get sucked in and then another five before they suffocate, either way, they come out of it sickened and refuse to wear their armor until it has been cleaned, polished, and then cleaned again, but the smell will persist FOREVER. Very effective against people saving money and spending it all on their armor, especially thieves, since their ability to sneak attack is greatly reduced. The only way to cause lasting damage to it is to set fire to it, which causes it to explode when it hits 0 and everyone spends the next hour loudly retching, drawing major attention to their area.
I think the book is going to be like monster allure bait that will bring more monsters after them not giving them any time to rest.
Have its mind infect whoever destroyed it maybe? If there's one way to kill off a party, its to divide it.bdcjacko said:I think the one holding it already died once at the end of the last session our first dm did before he move away. The character had just started and her husband was playing the character at the time. So when I took over she magically...we divinely was ressurected. I would feel bad about turning her insane. But they will probably need to destroy the book in a magical way. Who ever ends up doing it might get cursed. Suggestions?
The party isn't over powered, just a crafty lot that saw chinks in my designs.Syzygy23 said:Have you tried throwing mindflayers at them yet?
Nothing screws over an OP party than having them unwillingly turn against eachother as a mindflayer thrall(s)
No, I am having fun and so are they. But it is a job in that it requires work.Tyrel Arington said:Your job isn't to kill them. If being a DM is a job, it isn't right. DMing is about having fun, and if your the only one having fun then your not gonna have players very long. There is a balance of difficulty you have to strike with them. You should want it to be challenging, but if they are coming to near death at every turn it is probably a bit to hard.
I not saying to you can't kill your players, especially if they do something incredibly stupid. That should be reserved for punishment.
That is my opinion at least.
What you have said is perfect. Challenge them, and make them feel like they have earned their victories.Hussmann54 said:No, never try to intentionally kill characters. Remember, they are the main characters in the story. And your players will hate you. There is a reason nobody liked Superman 64. and that reason is because it felt more like punishment than gaming.
I would say the goal of the DM is to challenge your players, but give them a feeling of accomplishment when they complete the dungeon/quest/module whatever.