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Dungeons & Dragons

Are PCs Completely Unpredictable?

When I create a major encounter, I usually try to predict how the PCs will approach, take on, and overcome the challenge. I do this mostly so when something happens, I’ve already given some thought on how to adjudicate it.

For instance, if the party had regularly tried parley and social skills to get past obstacles in most of their previous encounters, I give thought to how such an approach would work in the upcoming encounter.

If the only way into the room with the big bad evil guy (BBEG) is through one door, and the BBEG would probably know the PCs are coming, how would he cast spells? What would he buff with first?

I just try to have thought through the common or most expected situations, so I won’t be caught flat-footed or blind sided when the situation happens. Way back, in my earlier DMing days, I didn’t really do this much. I just flew by the seat of my pants with little to no forethought at all.

In the last several years, I’ve figured that I could be a better DM if I’d think through some things before the stuff hit the fan in the middle of the action. I even thought of interesting things for the BBEG to say when the party encountered him in the way I expected (based on their previous actions).

But since I’ve started doing this, I’ve learned that I absolutely cannot predict how the PCs will act in any situation. And I don’t mean they sometimes surprise me, or they occasionally pull an unpredictable stunt; I mean they don’t do anything the way I expected, and nothing about the encounter goes the way I figured. This is not to say the encounter doesn’t go fun or exciting, usually it does. But I’ve wasted a lot of thought on situations that don’t happen.

If the party usually kicks in the door and kills the monster and takes its stuff, and I plan for that tactic, it will turn out that the PCs stop and want to parley with the monster.

If the party usually negotiates with every creature they encounter, and I plan for that talky-stuff, it will turn out that the PCs charge in and slaughter the monster.

And its not like this stuff happens because the party is psychotic or chaotic. Half the time, it’s for some perfectly reasonable thought process: some convergence of clues or ideas that, though wrong, taken out of context, or just weird, makes sense when seen at the right angle. But then there’s the other half of the time when their whole thought process makes no sense, and they are left saying, “I don’t know why we did it like that.”

So I’m giving up trying to predict or prepare ahead of time for what the PCs will probably do. It’s proven to be a waste of time and effort on my part. It’s even been a source of some aggravation because of the waste. But it just seems like a bad idea to not give any thought or consideration on how an encounter may go.

Bullgrit
bullgrit@totalbullgrit.com

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Murphy’s Laws on Adventuring

I wrote up a “Murphy’s Laws of Adventuring” many years ago based on the “Murphy’s Laws of Combat” that referred to modern military engagements. (You can probably find a copy of the MLoC somewhere on the Web.)

I rediscovered my list a couple years ago while cleaning my HD. I’ve updated it for D&D3 terminology, but some of the concepts were really more prevalent in older editions of the game.

MURPHY’S LAWS OF ADVENTURING

There is no such thing as a perfect plan.

No plan ever survives contact with the monster.

If it’s stupid but it works, it isn’t stupid.

The easy way is always trapped.

If you don’t check it first, it is trapped.

If you do check it first, you won’t find the trap.

If the room is full of treasure, it’s a trap.

If the room is empty, it’s a trap.

When in doubt, send in a henchman.

Pit traps are True Neutral.

The area of effect of a fireball always includes a wounded friend.

Teamwork is essential; it gives the dragon other people to attack.

Don’t look conspicuous; it draws attacks. For this reason, it is not at all uncommon for mages to be known as arrow magnets.

If you have secured the area, make sure the monsters know it too.

A charging tarrasque has right of way.

Anything you do can get you killed; including nothing.

Make it too tough for monsters to get in, and you won’t be able to get out.

There is always a problem that could be solved by a spell you didn’t prepare.

Rear attacks only occur when all the fighters are at the front of the marching order.

Experience Point math: 1 orc + 4 rats = 2,000 xp each.

There is always a way, and it usually doesn’t work.

The most serious wounds come after all cure potions have been drunk (or the cleric is killed).

Fireball is not a melee weapon.

The truly powerful magic swords do not emit light.

Really interesting magic items look like common trash. [Mostly an older game phenomenon.]

A pile of old rags always conceals an Elven Cloak and Boots. [Mostly an older game phenomenon.]

The main leader’s chamber always has a secret door.

Gems or a magic item can always be found at the bottom of a well, under a pile of bones, and inside a large monster’s stomach.

Never let the rogue open a chest unsupervised.

Spell books always have the first page magically trapped.

That ring of featherfall is really a ring of delusion.

Leave the dragon egg alone. Dragons do not make good pets.

That attractive tavern patron staring at you is a vampire.

Wandering encounters only occur when you are not prepared.

While on night guard duty, you should wake up your companions before investigating that strange noise in the dark.

That bridge across the deep chasm is an illusion. That boulder rolling down the hill at you is not.

When faced with a lever, don’t pull it. When faced with a button, don’t push it. When faced with a choice, don’t choose.

Secret doors are always found by the character who thinks the search is a waste of effort.

Potions never have labels. If a potion does have a label, it’s poison.

Wands found in a treasure pile never have more than 5 charges.

Wands in the hands of an enemy wizard never have less than a full 50 charges.

Fighters should always specialize in swords. You’ll never find a magic voulge. [Mostly an older game phenomenon.]

If you need a 2 or better to hit, you’ll roll a 20. If you need a 3 or better, you’ll roll a 2. If you need a 20 to hit, you’ll roll four 19’s in a row.

If you dropped your rations to distract a pursuing monster, you’ll find out afterward that it was actually your bag of gems that you dropped.

Critical hits only happen when fighting goblins. Fumbles only happen when fighting giants.

Only magic weapons break.

Any valuable item found in an evil temple is cursed.

If you survive, it’s because you are a coward.

If you die, it’s because you are stupid.

********************

Eh? It was funny 15 years ago.

Bullgrit
bullgrit@totalbullgrit.com

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