Sunday, November 10, 2013

The Final Warning: Avoiding Outright Player Death

It happens in almost every game, the point where a character decides that it is time to slam a mug of poor choices down their throat and run face first into a wall of pain. Of course some parties avoid having situations where the final outcome of their actions leads to death, but instead they fall victim to the dice which can take someone from hero to zero with the flick of the wrist. A trapped door, ambush, monster of unknown origin that sprays them with acid, all sorts of situations can pop up. For many death is a sudden thing that leaves the player questing for a printer or a second character sheet. There are no second chances unless the players provide it, and often the DM will even consider the death a 'solution' to a bad plan or a foolhardy player.

For myself, I never hand out death immediately unless it is in a tense battle. Even players who are playing kick down the door characters are going to get one 'freebie' from myself when they encounter a situation they either stumbled into or purposely charged into. There are better ways to handle suspense and to convey the danger of a situation than outright murdering a player the first time they make an error or act like an idiot.

I have found that the first method that really pushes the message home is targeting their equipment. If I roll the damage on an attack and see the total damage will bypass their current HP and leave the total so far in the negatives they can't be Cure'd back to active duty, I will hand them enough damage to bring them in the high single digits and then roll the damage over to gear. The player instead of finding themselves wiped off the planet instead are forced to limp out of battle, while making saving throws for a few pieces of gear either in their bags or in their hands. It is a first and final warning of what they are dealing with, and the players can see that the creature is wielding abilities that can quickly turn a battle against them if they press against it. This method is best used when creatures use attacks that hit from a distance or can hit multiple targets. In my Escargo game, the players stumbled upon an artificially created Fire Elemental for the first time at Level 1. It was guarding a door silently, and when the players entered the room it turned to look at them. Unlike most elementals, these are giant floating metallic eyes that have three - four rings of fire circling them in a constant vortex. They hover several feet off the ground and can set things ablaze by moving by them as long as they have an active ring. The players stood there for a moment, and the ranger decided to take a pop shot at it with his bow. The arrow flew through the air and struck home, dealing a minor amount of damage.

The elemental sprang to life as one of the fiery rings flew across the room and slammed into the poor ranger, exploding and causing reflex saves all around.

The resulting damage was somewhere in the 20's for the poor ranger who had failed his reflex save. I knew that killing him outright because of a first time encounter with the elemental was out of the question, so instead he took enough damage to drop him to 4 HP, and then he was forced to roll saves against magical fire on his bow and a few items in his bag. His bow cracked and was snapped in half by the bow string being too tight for the stressed wood, and the fires licked him enough that a few items in his bag melted or caught fire briefly. Immediately, the ranger ran and the party followed, hopefully to return another day.

This method is very effective against high speed, low drag players who like to kick in every door and proceed to Spin to Win. It usually causes them to fumble and sometimes causes them to re-think how they handle situations (which your party can be thankful for).

Aw hell who am I kidding they just go back to brainless hack and slash mode anyways.

For this style of player a second method is useful: the setting and situation. Many times a character will stop and take heed of upcoming danger when they pass through the doorway and get hit in the face with the smell of the corpses littering the ground of the room. Seeing the bodies of previous foes, especially fresh ones, can pass a sense of danger on quickly which for some will cause them to immediately double back and force the party to huddle for discussion. Other characters might also be inclined to quickly run forward and stop the aggressive character from entering the room. This is also effective with traps that reset themselves, such as arrow traps or magical traps.

When it comes to sudden ambushes with the ability for the party to flee, having the threat appear and take out an innocent NPC such as an animal or a men-at-arms is enough to cause players to get the hint and proceed to exit stage left. It shows the creature is here for business, and is willing to target anything in its path without reservation. This is effective with encounter roils more than anything else as players generally have a feel if a certain system favors placing danger on the high or low spectrum of the roll. Some players will gauge how the creature is encountered as a method to determine if they can stay and get some easy XP from the beast then move on, or if they need to keep going.


At the end of the day it all depends on what style of game is being run and how the players and the DM expect situations to unfold. The above methods work best for  games where equipment is easy to replace and everyone involved is on the same page in regards to the seriousness of the threats. With most of my games being lighthearted in nature, the above has worked wonders and has even lead to a few laughs.

Give it a shot in your next game, it might work for you!

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