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Impossible to Beat

written by Donat P. Fevre
August 12th, 2008 · 3 Comments

Perhaps one of the biggest things that Dungeon Masters should never do, or at least use very sparingly, are spells, creatures, traps, or anything else that’s impossible for characters to beat.

But why would a DM use such as tactic in the first place?  Well, it definitely helps with trying to get players to follow a particular path.  However, there are players who aren’t particularly fond of railroading.  So while your story may progress the way you want it to, some players are going to feel like they’re just there for the ride, rather than taking a more active role in your adventure.

When using impossible to beat creatures, spells, or other challenges, you’re completely undermining a player’s sense of accomplishment.  A player may have made his or her character in such a way as to be able to resist certain affects.  However, if a player rolls a natural 20 and adds a very high modifier to it and still fails to resist the effect, it really puts a damper on the player’s mood and sense of fun.

I have actually experienced this myself recently, playing in a small campaign with my first ever dwarf character (D&D 3.5).  With a high constitution, high base fortitude modifier, and the dwarf’s natural resistance to magic, he’d be able to shrug off even difficult spells that would effect a character’s fortitude.  However, the Dungeon Master didn’t want anyone to be able to resist a particular spell that she made up, and as such it kinda ticked me off a bit.  Thankfully, the dwarf was able to start resisting it like he should on a high roll, and in my opinion the adventure got a bit more interesting.

However, there’s still that matter of that poison… :evil:

I Need a Job
I apologize for my silence since my last post.  I’ve been struggling to find a job, with very little success.  Along with that, I’ve been busy with things related to TeamBöNK as well, which includes a very challenging match tonight at 8:00pm against The Experiment.

Needless to say, I’ve been very stressed and frustrated.  And I’m sorry for not having written anything in a while. :(

If you like this post, buy me an ale!



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3 Comments »

Comment by Grizz
2008-08-12 13:39:53

MyAvatars 0.2

You make some interesting points. Usually I will reward the player with natural resist by giving them something before hitting them with the effect again and crossing my fingers they do not repeat history.

Such rewards could be with items: You managed to avoid my impossibly huge pit trap, and notice a bag of coins wedged near the wall you sprung to. After pocketing the bag you fall into an adjacent hole.

Or you resist the ’s sleep spell, and get a couple kills in before another one lands another sleep spell on you. (in this case the reward is bonus XP)

 
Comment by Grizz
2008-08-12 13:41:48

MyAvatars 0.2

PS. also make sure to roll the dice and pause before the second effect, so the players think it was chance they were unlucky, and you are not just scripting it. ;-)

 
Comment by Xaotik1 Subscribed to comments via email
2009-05-15 12:22:05

MyAvatars 0.2

I beg to differ. Not every person they get in a fight with will be beatable, nor will they always succeed in everything they do. A character with a climb skill of 3 will NEVER be able to climb mount Everest, nor could a 6 year old defeat a trained soldier in hand to hand. Some things just don’t turn out the way you want em to, regardless of how hard you try. Make them work for their rewards, they will appreciate them more.

The players have to choose their battles wisely. At lower levels, characters should FREQUENTLY run into things they can’t fight, and find traps they can’t disarm, locks that they can’t pick, etc. That’s the whole incentive they have to gain levels in the first place. Otherwise why bother even having the level system to begin with? Tease them, taunt them, give them something to strive for. . .

I don’t care how many times you bash your fist against a 3 inch thick piece of armor plate,you will NEVER get through it that way. Use the impossible to force the to think of other ways to accomplish the same goal. Door won’t open? Passwall the wall, con the doorman, knock politely and push in once someone who CAN open it does so. Can’t climb that wall? Get a fly spell. Spider climb is nice. Hammer and a chisel takes a while, but usually works for making hand and foot holds. Force them to think and not just bash or use the simplest means to an end.

If you are worried about injuring the players feelings, fine, be a softie and always let them win. . .of course, that is about as much fun and as challenging as using a q-tip to clean your ears, but hell, no hurt feelings. Personally, I find that the players have a LOT more fun when things are challenging. Ya, a few die here and there, but thus it is with the life of an adventurer. If you consistently throw yourself into danger, you can expect to eventually feel the sting of failure.

 
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