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Old 06-02-2014, 11:18 AM   #50
Kromm
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Location: Montréal, Québec
Default Re: DF: Still can't challenge the Swashbuckler

Quote:
Originally Posted by Nereidalbel View Post

Which also means that as long as the party keeps just selling magical weapons, he can't really throw in anything that can only be killed by magic without the players rightfully complaining about an impossible monster.
They could rightfully complain if the GM denied them magical weapons. The GM has given these out, though, so the GM has done his part. If the players complain about an "impossible monster" after the GM who included the monster handed them the countermeasure on a plate – because, like twits, they sold said countermeasures for cash – then tough bananas. The moment they took gold from the merchant, they lost the right to rightfully complain. DF is a game of resource management as much as anything else, and part of resource management is knowing what to sell and what to keep, and estimating the relative value of cash to items in light of probable future foes and hazards. You can't spend gold if you're dead.

Quote:
Originally Posted by Mailanka View Post

The problem is that the party is playing chicken with you, intentionally or not [...] Either you make [a monster] weak enough for the SB to kill, or you get a TPK.
I have to agree. A DF campaign should from Day One involve – among other things – attacks too dangerous to parry (massive, disintegrating, rusting, etc.), rains of missiles, unavoidable area-effect attacks (like vast clouds of fire or poison), spells and curses resisted by IQ or Will (especially mind control that turns good fighters with low Will against their allies!), foes that allow no defense (stealthy, invisible, teleporting, etc.), insubstantial spirits that need cleverness and rituals to defeat, and things that just plain call for bigger damage or damage with an origin other than "metal sword." The monsters available for DF illustrate all of these possibilities. But in an environment where the only threats are those that can be met in a sword duel, the players will evolve tactics that throw all their weight behind the best swordsman. If that continues for too many sessions and earned points, you'll eventually reach a place where the group can't easily back out of that decision.

A good recovery option might be to set up the next dungeon as being really scary, full of ghosts and mind control and other things that can't be fought with steel. Spread rumors about the place eating the best warriors – make it clear that these warriors weren't just "50-point guy who impressed the village" but rather "500-point superhero who could slaughter all the PCs in a fight." So much the better if you've already established some arch-rival (having him die out there is a good use of an NPC). Then have elders or guild masters or other influential types hire the PCs to go on this adventure and offer them training to prepare . . . training at spells and esoteric skills and rituals, not swordsmanship. To ensure player engagement, have the rewards be fantastic: free training up front and a big bounty on return and tales of major loot in the dungeon (which should be true).
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