How to make your players stop talking and FIGHT

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A while back, I got an email from a follower named Sven who was facing a problem with his D&D party: They wouldn't fight anything. "We're all modern people with modern feelings towards the world," he wrote. "So when we encounter a dragon who is an intelligent creature simply pursuing reasonable self-interests, we have a hard time attacking it." He describes the party always trying to talk first, and in a lot of cases, successfully talking themselves out of a fight. So, what's the issue? Sounds like fun roleplay, and combat isn't the only way to solve problems, right? But, as Sven wrote, "We have all these great powers for killing stuff, but we end up just using our words." He wanted to know how a DM could make players like them feel like a character was evil enough to deserve violence. That is to say, they wanted to fight, they just didn't want to feel guilty about it. I can relate to this a lot. In fact, that's why I always carry a sword. Just in case somebody ever gives me a reason. I often DM for and play in parties who are hesitant to attack until we're certain that the conflict can't be resolved peacefully. But also, combat is fun! It's a key part of D&D, and for martial classes especially, it's your main area of strength, so, it sucks to not get to use it. I think most people would agree that it's a good game master habit to make sure that some encounters can be resolved peacefully, because that gives players freedom, and it keeps the game from feeling repetitive. But likewise, if you never give your players the chance to justify combat, that can end up being repetitive, too. Players can feel just as trapped by never getting to fight as they would if they always had to fight. But first, before we start talking solutions, I wanna clarify that this is different from players who want to play actual pacifists. If your party is opposed to harming any living creature, no matter what they do, I think it's worth considering that D&D might not be the right game. I mean, yes, you could make adjustments and make it work, but at its core, D&D is built to include combat. Most of the mechanics are focused on fighting. There are tabletop games out there that don't center combat, like Ryuutama or Mouse Guard or Monsterhearts, or countless others, and one of those might be a better fit for players who would rather cast "restorative justice" than Fireball. But this video isn't about pacifists. It's more about those players who won't enjoy a fantasy where they just slaughter a bunch of goblins for being goblins. Players who try to use Speak With Animals when they get attacked by winter wolves. Players who see a dragon and think "Hey girl. Who hurt you?" People who wanna fight sometimes, but won't do it unless they feel like it's necessary. I just realized that you could summarize this video topic as "How to morally justify violence." Anyway, it's a game, sometimes you wanna stab stuff! So here are three ways to design combat encounters that will allow even your most bleeding heart players to indulge in wanton brutality with a clear conscience. A few months ago, I got to travel to Denmark and play in a one shot to promote the new Lego D&D set. I made a video all about it, which I will link in the cards in case you're curious. Now, since this was a family-friendly brand, we were told up front that violence wouldn't always be necessary. We managed to get out of fighting two mimics, an owlbear, and a displacer beast, among others. But you know what happened when our bard tried to pacify a gelatinous cube with music? Nothing. Gelatinous cubes have an intelligence score of one. Their only directive is to eat. Relatable. You either kill it or you escape it, those are the only two options where you get out alive. Sympathetic players don't like to fight sentient creatures without at least trying to talk to them first. So, try giving them a creature that isn't sentient, that can't be reasoned with, like a zombie, or a shield guardian, or somebody who answers the phone for Wells Fargo customer support. - [Agent] Thank you for holding. - If the creature can't be persuaded or pacified because you literally can't communicate with it, then your list of options for how to handle the encounter gets much, much shorter. I once created a creature called the feral merfolk that I really love, and I made it specifically to be not a villain, but a monster. I wanted this creature to be terrifying, a bloodthirsty predator, not a little mermaid figure so much as a piranha that happens to have a humanoid torso. They don't have language, but even if they did, you cannot reason with a feral merfolk because what it wants is to eat your flesh. I created them this way because I wanted players to fight them. If I wanted to create some sort of sympathetic mermaid anti-hero, drowning sailors because she was wronged in some way, I would! But since I was trying to create a scary monster, I made sure they couldn't be talked down. There are a bunch of ways to make a creature that can't be reasoned with. Creatures with extremely low intelligence, constructs who were created for a purpose that specifically opposes your players. Creatures like undead who aren't sentient and therefore don't suffer when killed. Basically, if talking them out of violence is literally impossible, you're golden. By the way, if your players are talking their way out of every combat, it might be time to dust off the ol' Dungeon Master's Guide and have a little refresher. Specifically page 244, which outlines the mechanics of resolving social interactions. Every creature begins an encounter with one of three attitudes, which, incidentally, are also my three moods, in order, whenever I'm placed on hold: Friendly, indifferent, and hostile. When we're talking about parties persuading their way out of combat, I think we can safely assume that the creatures in these cases are starting off firmly in the hostile category. Two things to take away from this section. First, even a very successful charisma check against a hostile creature will at best make them indifferent. There's a table with conversation DCs for each category, and even a 20 against a hostile creature only gets a good result if they don't have to risk or sacrifice anything. That means if the creature gets something out of killing you, even a 20 won't persuade them to sacrifice that reward by letting you go. And second, a natural 20 isn't mind control. Some creatures are just never gonna be aligned with you, no matter how convincing you are. It says right here, "A hostile creature might be so ill disposed toward the party that no charisma check can improve its attitude, in which case, any attempt to sway it through diplomacy fails automatically." Now, this doesn't mean you should shut down any attempt to talk with a hostile creature, but it does give you tools for ensuring that charismatic players can't talk their way out of every situation. I actually think the framing of this chapter is really helpful, which is new and exciting for the Dungeon Master's Guide! It talks about the risks and sacrifices that the creature will be taking on if they do what the party asks. The higher the risk, the bigger the sacrifice, the harder it will be to convince them, or maybe it'll even be impossible. If a lich is killing innocents in order to feed on their life force and fuel their own undeath, nobody's gonna be able to talk them out of that, because the sacrifice of their own life is just too great a thing to ask. A minion might not be smart or brave or even loyal, but if they fear their boss more than they fear you, it's gonna be really tough to get them to refund that overdraft fee. I mean... to help your D&D character. Thinking about your antagonists from this angle is also a great way to create alternative paths, somewhere in the middle between fighting and talking your way out of a fight. Succeeding on a persuasion check against a hostile creature doesn't mean that everything suddenly goes your way. It just means they're willing to negotiate. Even a persuadable creature should have limits, and knowing what those limits are allows you to throw your players some curve balls. If you need inspiration, there's a great section in Tasha's Cauldron of Everything called Parleying with Monsters, and no, you can't use that as a band name, I'm using that as a band name. (electric guitar riff) This section includes the things that a monster might want badly enough to be willing to back down over. Most are pretty weak, to be honest, but a few of them are fantastic, like the aberration that will let you go if you 'accept a strange organic graft onto your body', or the dragon who demands an item from a rival dragon's hoard, or the fiend who's happy to let you live for the low, low price of your soul. (angelic choir) What I love about these kind of responses is that they don't just say "Yes, you persuade them" or "No, you don't persuade them." Instead, they introduce new choices, they challenge your players to decide where their boundaries lie, and in some cases, they might even unfold into an entire new quest or plot arc. Of course, there's one more fun option worth mentioning. A smart creature probably knows that it can take advantage of a well-meaning adventurer who wants to make peace. Don't be afraid to have your baddies smile and pretend to accept a truce, and then turn around and stab your players in the back. I mean, they're bad guys. What did your players expect? This is the thing that I think is missing in a lot of these encounters. If you want your players to fight your bad guys, they need to actually be bad. In Sven's email, he gave me a few examples of encounters where his party was hesitant to fight. A dragon who was trying to find its stolen eggs, goblins whose only crime seemed to be existing while goblin. The issue was that even though a dragon or a goblin might have the evil alignment listed on their stat block, the players didn't see them actually doing evil in the world. When you describe a dragon searching for its eggs, you aren't giving your party an evil that needs to be stopped, you're just giving them a problem to solve. And finding the eggs is the most reasonable solution. Imagine if your mom was like "Hey, we're out of eggs." Do you go to the grocery store and get more eggs, or do you kill your mom? Who cares if the stat block says a goblin is evil. What does your story say? You can't just point to the Monster Manual and say "See, it says right here, they're evil, kill them." The modern D&D player doesn't buy that. But if those same goblins are kidnapping children from a nearby town, roasting them over a spit and eating them, I don't think your players are gonna be nearly so interested in sitting down for a tête-à-tête with goblin leadership. In a game where I'm a player, one of our opponents was literally leading a human trafficking ring. I can assure you that we were completely uninterested in negotiating with this guy. I do think it's good to ask yourself what your bad guys want, and to think of them complexly, but complex creatures can still be evil. Not to get dark, but look at the real world. Humans are arguably the most complex creature on the planet, and we are capable of sometimes astonishingly evil acts, magnitudes worse than a wolf trying to eat somebody because it's hungry. In order for a band of heroes to kill and still be heroes, their opponents need to be truly evil, not just, as Sven puts it, pursuing reasonable self-interests. Now, if you want your players to be willing to roll initiative, it needs to be just as much fun to fight the baddies as it is to persuade them. Unfortunately, in fifth edition, it's way too easy for combat to turn into a slog. That's why you need to watch this video next to learn all about how to make combat just as exciting and narratively interesting as your social encounters.
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Channel: Ginny Di
Views: 89,542
Rating: undefined out of 5
Keywords: ginny di, D&D, DnD, dungeons & dragons, dungeons and dragons, tabletop gaming, tabletop games, TTRPG, roleplaying games, roleplaying, DM tips, D&D tips, D&D advice, DM advice, combat, pacifist, D&D players, D&D pacifist
Id: gbdPs5g3qHI
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Length: 10min 28sec (628 seconds)
Published: Wed Jun 05 2024
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