DM tip: Remember to give your party easy fights sometimes to enforce how strong they've become

Facing increasingly more deadly foes in /tg/ games is a cornerstone of the game's progression -- but I always like to remind my characters how strong they've become by tossing in some either A. previous enemies that they've faced that have made them sweat that are now a piece of cake, or B. build up some threat around a group of monsters that are kind of a walk in the park for the party.

Obviously you should still throw challenges at your party most of the time, but I see a lot of DMs ONLY offering progressively more challenging encounters. Punctuating those with these encounters can help your party feel that "frick yeah, I'm so powerful now" sensation that is frankly just an awesome thing to feel.

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  1. 8 months ago
    Anonymous

    This thread is likely to die quickly as it isn't a clear content grab or a question meant to incite spewing of information or basically bait to trigger a response, so I'll just say thanks for saying it Anon. Its a piece of advice a lot more folks should actually use but honestly forget since tabletop gaming is first things first a supremely social game.

  2. 8 months ago
    Anonymous

    Solid advice. By the same token, it can be good to throw heavily overpowered challenges at low-level parties. It helps further emphasise how much they've grown later on as well as making the world feel more 'real' (it's not just some artificial playground that coincidentally is perfectly tailored to the power level of the party) and making them think laterally (or at least take actions beyond "I approach the monster and attack" - Do they run? Hide? Negotiate?).
    This needs to be done with some care though, you don't want to unfairly trap the party into a situation where your options as a GM are to either let the party all die or whip out some hackneyed deus ex machina rescue like 'decides to let you live when by all rights it should kill you because you're not a challenge' or some bullshit. You also don't want to ruin the mystique of end-game opponents through overexposure.

  3. 8 months ago
    Anonymous

    Well obviously the world should be realistically populated. The vast majority of the world should be full of mooks. Certain areas like underworlds and badlands should have stronger power level averages but the idea should be that as players get stronger, the world doesn't adjust to them, they just move to stronger and stronger areas. As they get strong, the majority of the world would naturally seem weaker in comparison.

  4. 8 months ago
    Anonymous

    You were pretty based today OP, this is good advice

  5. 8 months ago
    Anonymous

    Counterpoint - such easy take up session time and unnecessarily pad the game.

    • 8 months ago
      Anonymous

      Counter point: easy combat is faster because, aside from the enemies having less HP, the players don't need to spend so long thinking about their actions.

    • 8 months ago
      Anonymous

      This, most of us are adults with a limited amount of free time and aren't playing 8 hour sessions anymore. Fewer, but more challenging and rewarding combats are the way to go.

      Counter point: easy combat is faster because, aside from the enemies having less HP, the players don't need to spend so long thinking about their actions.

      Players should be thinking about their actions on other players' turns anyway.

      • 8 months ago
        Anonymous

        >most of us are adults with a limited amount of free time and aren't playing 8 hour sessions anymore
        Then either change your schedule to allow for a reasonable amount of time to play, or accept that you're too old for TTRPGs and get out of the hobby to wherever it is that joyless boomers go to die.

        • 8 months ago
          Anonymous

          A reasonable amount of time is 3 hours

        • 8 months ago
          Anonymous

          I’ve never done an 8 hour session. Even when I was young the longest might have been 6 hours when we were all at a friend’s place. I find people lose energy during a session that long.

    • 8 months ago
      Anonymous

      Easy encounters should probably not involve actually moving to combat. You can instead just let your PCs describe what they did and describe the result. If the result isn't in question, there is no need to start a formal encounter and start rolling. If a level 10 fighter gets a punch thrown at him in a bar, we don't need to start rolling dice to determine what happens next.

    • 8 months ago
      Anonymous

      This, most of us are adults with a limited amount of free time and aren't playing 8 hour sessions anymore. Fewer, but more challenging and rewarding combats are the way to go.
      [...]
      Players should be thinking about their actions on other players' turns anyway.

      >boo fricking hoo I only have twenty minutes of free time before I have to go back to wageslaving all day to provide for my wife and her boyfriend
      Go play a mobile video game if you want mindless instant gratification. Some of us still have fully functional dopamine receptors and like to enjoy the worlds we play in.

  6. 8 months ago
    Anonymous

    Nah, i just build a fixed array of challenges. Eg: current game (3.5e) has an encounter range between negligible (CR 1/4 or less) to CR 9 averaging on CR 3 most of the time, PC are 1st level. I'm not going to adjust the encounter level like a TESbrained Gankertard, once the pc become the top dogs of the area the campaign will just end.

  7. 8 months ago
    Anonymous

    >Protip: don't run your games with the same level scaling as Oblivion
    I mean, it's not bad advice, but anyone with two braincells figured it out already.

    • 8 months ago
      Anonymous

      > but anyone with two braincells figured it out already.
      And that's usually most of any userbase, sadly. The vast majority of people either don't introspect or don't bother to think about what they're doing. This thread itself is an example. As you said, level scaling is trash because it will never allow you to be too much above or below the challenge, making things feel samey as you go on. Yet that's exactly how most people runs games: a constant pacing of medium-hard encounters.

      And imo, it's less about giving your players easy or hard encoutners and more to show the world has many things living in it.
      A setting where every time I open the door there's someone around my or abovepowerlevel feels very video-gamey to me, not very compelling.

  8. 8 months ago
    Smaugchad

    My games are just location based so if players get into a random encounter in a civilized area or on a higher dungeon level they'll probably stomp it easily or just scare it away.

  9. 8 months ago
    Anonymous

    I do enjoy watching the players stomp some c**ts out occasionally.

  10. 8 months ago
    Anonymous

    Only if becoming stronger is a focus of the game, and even then combat is often the least interesting way to show that the PCs have risen above the masses.

    • 8 months ago
      Anonymous

      not op, but what do you suggest anon?
      what challenges can i throw at my PCs to make them feel strong?

  11. 8 months ago
    Anonymous

    Life hack: don't forget to breathe.

  12. 8 months ago
    Anonymous

    No, the local lord will destroy my players the first chance he gets. his 1000 men at arms surrounding them and instantly killing them. If they escape every villager will rat them out as they die of plague and starvation as adventurers are killed on sight

  13. 8 months ago
    Anonymous

    Imagine wasting 30 minutes caving in goblin skulls for paltry treasure and xp.

  14. 8 months ago
    Anonymous

    >revious enemies that they've faced that have made them sweat that are now a piece of cake, or B. build up some threat around a group of monsters that are kind of a walk in the park for the party.

    I have a friend that would vehemently rail against the idea that you actually "level up" or progress in a game. Everything should be a static challenge that is equally or equally difficult to fight against at all times.
    Obviously I haven't played with this dude in over a decade- cause he's unbearable to play with, but he manages to constantly find more games and more players than I do. Do who knows maybe he's on to something... But I just can't get mad enough at game mechanics like he does.

    • 8 months ago
      Anonymous

      He is motivated to find new games because he doesn't want to run out of things to be mad at, and thus he will even accept bad games anon. It's not a you problem.

  15. 8 months ago
    Anonymous

    That's not how several game systems work now, though. they have encounter and even gear scaling hard coded right into the rules. See: various gay shit from paizo.

    • 8 months ago
      Anonymous

      Are they going to smash down my door and tear up my books if I give my players an easy encounter?

      • 8 months ago
        Anonymous

        Yeah actually

        • 8 months ago
          Anonymous

          They’re welcome to try. Me and my gun will be ready to defend my property as is my second amendment right.

          • 8 months ago
            Anonymous

            >They’re welcome to try. Me and my gun will be ready to defend my property as is my second amendment right.
            And my axe! You're not in this fight alone. Huzzah motherfricker

            I've had players argue that they should be able to kill everything they come across, but rarely have i heard that everything should be an exact challenge.

            not op, but what do you suggest anon?
            what challenges can i throw at my PCs to make them feel strong?

            I'm not OP but the idea is something they've fought before but had trouble with. Giant, ogre, troll, some kind of beast that was a low level boss. Bring it back.

            Whoever thought this meant bar fights and goblins was way off the mark on how this works.

            Bring it back with a twist, like two of them and an ambush and watch the players realize that they know what they're doing and are stronger now.

            If you can make it look like a trick or you're out to get them all the better. Some of you guys are players so deep in your heart that you forget what we do as GMs...

            We're setting up things so you think you're clever, so you feel like you just barely made it, or you had just the right spell ready. AI won't be able to replace the ability of a person to read a room. It'll give you "appropriate leveled monsters," not the right monster to help someone feel glad they made their build and picked their class the way they did. The guy who's hogging all the attention doesn't need that, the quiet guy who isn't sure if he's doing the right things yet does.

    • 8 months ago
      Anonymous

      >See: various gay shit from paizo.
      Difficulty: A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severe-threat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them!
      - Game Mastery Guide p 46

      OPs post is literally part of Pathfinder 2e game design from the get go. WTF are you talking about?

  16. 8 months ago
    Anonymous

    Balance is for gays. The world exists as it does and players can look for challenges they think are on their level.
    Learn to fricking play

  17. 8 months ago
    Anonymous

    For once OP wasn't a homosexual. It's always fun for the players to just wipe out a swarm of weaker enemies now that they're super strong, it gives them that confidence boost they need before a tough boss fight and also shows their progression.

  18. 8 months ago
    Anonymous

    What if you're playing a game with uber deadly encounters like Call of Cthulu?

    • 8 months ago
      Anonymous

      RPGs like those are about players generally getting weaker over time. I guess you could do the opposite where you have PCs return to doing tasks they could've previously done before to see how they have become weaker.

    • 8 months ago
      Anonymous

      You know that bit you sometimes get in spooky shows, where our naive young band meets a 'professional' group of old hands who suddenly start pulling out the weirdest shit ("why do you have a rose tied around a mouldy carrot?") and make really obtuse references? Maybe you could try that, in reverse. I'll admit it's not as quick and easy to set up as OP's scenario, and there's far less guarantee of the party getting that power thrill, but it's the first idea that comes to mind.

  19. 8 months ago
    Anonymous

    Random table encounters for each biome type.
    Random amount. Player character death on 0 hp.
    The frick do I care how powerful they feel…

    Floor 1 encounter 1d6 F1 monsters. 1d3 F2 monsters.
    F2 encounter 2d6 F1 monsters.

    Random table monster goals, situation, distance.

    • 8 months ago
      Anonymous

      Not much of a game if it's over after one or two sessions because of TPKs.

      • 8 months ago
        Anonymous

        Did the players choose to exercise caution, knowing they might encounter something that could easily kill them?
        Did the players choose to evade or escape monsters that might have easily killed them?

        If not, this is their loss.

        • 8 months ago
          Anonymous

          Let's long rest (or return to town, if wandering monster ambushes are a thing) and fully recover after each encounter. It's the only way to be sure.

          • 8 months ago
            Anonymous

            And this is why you add time management to your games. The PCs are adventurers, professional risk-takers. It is their job to look at a situation and evaluate their chances of success before taking action. There are times where they will have to take calculated risks, and times where danger should be avoided entirely.

  20. 8 months ago
    Anonymous

    Difficulty should not be a gradual curve. It should go up down along with the plot of the story to make the most important fights more memorable.

  21. 8 months ago
    Anonymous

    Final Fantasy 1 is basically the perfect guide on how to GM.

    • 8 months ago
      Anonymous

      *2

  22. 8 months ago
    Anonymous

    imho, a good way to handle this is for the main focus to be a low-combat intrigue.
    Like diplomatic adventure, negotiating, investigating, and then you could end up in fights that are fairly simple.
    Like oh, this guy you're trying to question he's got two guards, but then they fall pretty quickly because you're big time heroes now.
    It's cool.

  23. 8 months ago
    Anonymous

    We had a rough go with some orcs in an early level, and then to show us how tough we were, our DM had us absolutely BODY a bigger gang of orcs at a later level.

    • 8 months ago
      Anonymous

      This is good. It gets so tiresome when the DM levels EVERY encounter to your character. Go from fighting goblins, to orcs, to bugbears, to ogres, to trolls, etc, never seeing goblins ever again. Makes players wonder why they even level if everything is always matched and if it mgiht be better if they stay forever at level 1 - goblins are the same threat as trolls at higher levels but with much less paperwork. Computer platform games ruined RPGs.

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