Sometimes, it makes sense that a party will be fighting a challenge
that is beyond their normal means. Proper tactics can also turn an
impossible battle into a winnable, even if extremely difficult, one.
However, a lot of the time I've seen this occur, it did not end well.
For this reason, I hope to go over some tips that can help make
situations that are winnable, enjoyable and make sense.
Players Shouldn't Always Win
I don't think players should always win. If they go out of their way
to find and proceed to pick a fight with an ancient dragon at level
1, I don't feel bad if they die. There will probably be ways out and
there could be good reason to end up on bad terms with an ancient
dragon (trying to steal something from its hoard), but these are
different than picking an unwinnable fight. Clearly stupid actions
can lead to death and should in a serious game (comedy games are a
different story). What I'm talking about here is different. If the
intention from the start is to let the players fight above their
level and triumph in a difficult situation, this when what I'm
suggesting should be used.
Magic and Other Items
Magic items present a very effective way to let a party hit above
their level. For example, a sun blade gives a party a much
better chance against a vampire spawn. Mathematically, it would allow
a level 4-5 character (if they have a high armor class and didn't
roll hit points poorly) to take on a challenge rating 5 vampire
spawn. The item needs to either specifically target a weakness or
give a significant enough effect that it can make up for a level
difference. Failing that, multiple items can be given to the party
but care needs to be taken. Depending on the magic items given,
future situations may be made easier as well. This can be adjusted by
giving tougher enemies, but this should be considered ahead of time.
Godly Intervention
Fighting a powerful enemy, the players may find themselves with a
powerful godly ally. In the most basic case, such a godly being can
bestow benefits similar to a magic item. However, there are also many
other effects a godly being can grant. They can also give
connections, locations, and access to allies that otherwise would not
be accessible. In the most dire of circumstances, they may even
intervene themselves (make sure the players still play an important
role if this happens).
External Help
The number of players is not necessarily the size of the party. If
the party is facing a true threat, it makes sense that other people
will be willing to help since their own livelihood depends on it.
Even if the threat is smaller, there are potential allies out there
that can help. Having 8 people instead of 4 can greatly even out the
odds, even if the additional 4 people are weaker than the player
characters. Also, tools and weapons like ballistas, canons,
battlements, alchemist's fire, and the like can be used to improve
the odds of an extremely difficult situation. A young black dragon is
going to be too much for a level 5 party. It's a different situation
if the level 5 party has 4 ballistas and can lure the dragon into
range by using the egg they stole.
Situation
Some situations favour the party. Even if they are outmatched normally, they can take advantage of a situation to give them the edge. Since the Dungeon Master controls the scene and chose to pit the players against something difficult to kill, it is also partly their job to think of situations that will allow the party to win. Against a vampire, the day time can be exploited to great effect.
Consider Escape
Even in a perfectly balanced encounter, die rolls may go poorly and
tactics can unexpectedly backfire. In cases where players are
fighting something normally out of their league, such a situation is
even worse. In these cases, retreat may be the only option left.
Since the odds are already weighed against the players and only
brought back to a similar level due to the above techniques, the
group will most likely lack tools available to a party of the right
level for the encounter (most noticeably hit points and class
abilities). The result is that escape will probably be taken more
often. Expecting this, consider what ways a party can use to escape
and leave such opportunities open. There will be some situations
where escape will be less feasible, but in these cases the choice of
when to strike can be left up to the players. It is then their
responsibility to choose the option with the best odds of success and
the best odds of escape if things go wrong.
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