8.29.2008

Analysis of a TPK

OK, technically it wasn’t a true TPK since one of the characters got away. So I think I can still say with a straight face that I’ve never had a TPK. But to the extent that it wasted a ton of the players’ character development efforts, and a lot of my campaign planning, it was pretty much a TPK. A campaign reset. This is kind of a big deal – it’s not fun for anybody, it wastes a lot of work, and may be reflective of a problem. It’s especially alarming since another character was killed a couple sessions previously (to be fair, that one was just a random crit from a BBEG for a truck-load of damage). So I thought I’d take a little bit of time to understand it.

The background:
The group consists of a bunch of guys who haven’t played an RPG in 1 or more decades, much less 4e D&D. Mortgages, wives, babies, careers, graying hair, the works (I’m the odd guy out – a regular gamer for years, no mortgage, no baby, no gray, and I don’t think you can call freelancing a career. Thank god I’m married though.). We sit around, grill, laugh, drink and game. Their characters are all level 2 and consist of a Fighter, Cleric, dual-wield Ranger, Wizard, and Warlock.

I’m running the players through the Keep on the Shadowfell module and the players get to the kobold lair (spoiler alert, don’t read on if you are planning to play). In the module, the party runs into a large cluster of Kobolds outside the lair, and presumably one of them escapes into the lair to sound the alarm. The party sends its stealthier members forward to spring an ambush on the unsuspecting kobolds, but unfortunately this goes awry as Tostig the Fighter slips on loose rocks near the creek-bed. The party sprigs into action and begins to slaughter the poor kobolds.

I think I play the kobolds as being pretty smart and cunning. They fall back and take cover leaving the PC’s long-range attacks without good targets. They dart out, hurl javelins, and then shift back into cover. Some kobolds start sneaking around the flanks. When the PCs get strung out of formation, they rush forward and mob a single character to maximize their mob attack bonuses, combat advantage bonuses, sneak attacks, and concentrated damage. But ultimately, the characters are Heroes and the kobolds are, well... kobolds. They get mowed down. But the Kobold Slinger gets away to raise the alarm. The party splits up to gather thrown weapons, search for loot, etc.

Red Flag #1: when the kobolds mobbed Tostig, they did a large amount of damage – managing to bloody him. This should have alerted both the players and myself that “Hey! Being surrounded by kobolds just might get you killed!” But other than that one incident, quickly rectified, the kobolds weren’t really a threat.

Red Flag #2: drinking. I definitely enjoy having beers while we game and so do the players. But I do wonder if that clouds our judgment too much and we miss important cues like the above.

Red Flag #3: metagaming. Everyone has now played about a half-dozen sessions of 4e D&D and has come to expect the post-battle recharge – regain all your encounter powers, heal HP, etc. They feel comfortable with splitting up and letting their guard down. What the players don’t know is that when the Slinger ran away, that started a countdown to reinforcements. They aren’t going to get a complete rest and they squandered some encounter powers in the first part of the battle.

A couple rounds later, the first wave of reinforcements comes streaming out of the cave. OK, those of you who have read the module know that I’ve deviated a little from the script. Mid-way through the battle I went back and reread the encounter description. Somehow I ended up with the impression that if one of the kobolds got away to raise the alarm, the kobold reinforcements came outside in two waves. Otherwise, the two waves were encountered inside. Oops. In the module the party is supposed to be able to rest after taking care of the kobolds outside. However, because the party was still kicking ass and taking names, albeit strange hissing- and yipping-sounding kobold names, I didn’t worry about it too much. And the party was already level 2 due to some earlier adventures and the module is intended for level 1 characters. In my head, I decided to weaken Irontooth a bit (those 100+ HP BBEG just get boring to fight after a while anyway) to balance it out.

DM Mistake #1: the first real outright mistake was not giving the PCs a rest between waves. Even with the party being level 2, they just didn’t have enough powers to wade through that many foes.

So, the first kobold wave comes streaming out of the cave. They split up, half engage the PCs directly, the other half move off a ways to hurl javelins at exposed targets. The party is caught out of formation and the kobolds gun for the “squishies” like the Wizard and the Warlock. Thankfully the players are able to get out OK and get the Fighter, Ranger, and Cleric up front. A back-and-forth melee ensues where the players continually cut down the kobolds. The players were continually mobbed by the concentrated attacks of the kobolds, and took a lot of damage, but nobody went down. So the second wave started off a little sketchy but the players rebounded.

When there were a handful of the wave two kobolds left, wave three arrived. At this point, the players were all still above bloodied and handling the encounter fine so I still wasn’t worried (in fact, I was vocally rooting for the kobolds because they were getting annihilated). But the situation went bad really, really quick. The party still hadn’t found a way to restrict the kobold movement. When possible, I had them avoid the axe-wielding armored horror that was Tostig the Fighter, and instead attack the weaker party members. The Wizard strayed too close and got sacked by a mob of kobolds – down he went. The Warlock was mobbed and dropped right after. A couple attempts to heal the fallen members were considered, but the party came to the conclusion that they’d just get immediately killed again, so the healing was reserved for those who were still standing. It was a moot point since the kobolds were finally able to completely surround Tostig and with the massive mob bonuses and concentrated damage, whittle him down. That left the Cleric and the Ranger who attempted to run. The heavily armored Cleric didn’t make it. Surprisingly, Irontooth took so long to wade into the fight that he had almost no impact – he only landed one solid hit.

DM Mistake #2: I don’t yet know 4e well enough to know when the players are in trouble before it’s too late. It’s easy to know the party is in trouble when half of them are bloodied or dead. A good DM knows this is going to happen several rounds in advance, and can take action accordingly (even if it’s only to remind the players that they can attempt to run away).

PC Mistake #1: never let cunning foes get at your squishies. They know this from nearly having lost the Wizard once before. There are a couple chokepoints on the map that the players never tried to occupy that could have limited kobold movement.

PC Mistake #2: party composition. I got the impression that the party had very little battlefield control. There was only one Defender, so the front line wasn’t very “sticky”. Both the Wizard and the Cleric focused more on direct damage powers than they did on control or healing powers. And only one of the characters was a truly melee character, with decent AC and HP. The Wizard and Warlock were of course ranged attackers, the Cleric was OK in melee but had better ranged powers, and while the Ranger had the AC and HP to support a more “front-line” role he preferred hit and run tactics. So this created two major issues: the kobolds could get at the more vulnerable party members fairly easily, and the single melee character was simply overwhelmed without support.

PC Mistake #3: maximizing short-term damage over concentrated fire. This may not be an entirely accurate recollection, but I swear I saw the party members repeatedly choose to make attacks that dealt the most damage to different foes, rather than concentrate fire on a single target till they drop. For example, I believe the Ranger and the Warlock repeatedly attacked targets that were closest to them so they could get the extra damage, rather than attacking the more distant kobold that Tostig had hit. Likewise, on a significant round the Wizard opted to do an AOE attack on a cluster of kobolds, which certainly was a nice amount of damage, it would have been better to pick off some of the wounded ones already engaged in melee. On any given round, the 5 players would seemingly attack 3 different targets.


In summary, I think I made a big mistake, but it was exacerbated by the fact that the players are still learning how to play 4e. They don’t yet have good tactics and party synergy. Interestingly, none of us had much warning that the encounter was going to go so bad – it happened very suddenly. The party went from slaughtering the kobolds to getting slaughtered in the course of two rounds. I think it was a combination of decent rolls and the party running out of steam (encounter/daily powers). Because it happened so fast, the party didn’t even know they were in trouble until it was too late.

I hope you find this review useful. Take the time to review your games, especially when they go wrong. I learned a lot by examining this. As a DM or a player, you will make mistakes. Learn from them.

4 comments:

Unknown said...

So from the point of view of Tostig the NTPK (Near Total Party Kill) looked only a little different, but not much...

First it was plenty fun, right up until the point where Tostig died, pierced on all sides, mostly in the thighs I guess, where the little buggers could reach, watching his friends run for the hills. TPKs should be a real danger. The party should be on the watch for annihilation at all times. I think the jeopardy spice has been given credibility, whereas if you had let us off the hook the game would have seemed thin from here on.

Following your post action report...

The Kobolds did do a large amount of damage mobbing Tostig, but Tostig was essentially taking the hits for the whole party, some blood was expected. I'm not sure it should have been a red flag under those circumstances. It did use up the healing though, which later proved to be one of the fatal issues. Large hit point reservoirs need to be recharged in battle and we didn't seem to have enough healing to do it.

The post battle rest was crucial, we needed to get encounter powers back, including healing. What should have been two or three bites became one large one and we choked. This single thing killed the bulk of the party, but I don't think that was apparent until the third wave came. Also I think if we had defended the henge we might have won anyway, perhaps.

I think the map near the falls could have been clearer (especially the entrance to the underground), maybe we could get the files printed out large enough to use as a board? Mount them on foam core? It sounds expensive, but if six people are going to play on it for 3 hours, lets say that's 18 hours of play time, we can spend $2 per hour in exchange for clearer parameters? I'm willing to chip in $10 per session to allow the DM to prepare with more money and less labor, although I now hesitate to suggest anything to the party at large.

Over all the Kobolds fought as though they had one mind, perhaps not an exalted mind like Tostig, but still, they had the unity the party lacked, and absolutely no fear whatsoever. We kept laying them low, demonstrating our superiority, but the Kobolds seemed to have no interest in living (at least the Kobolds defending the outpost). I would have expected them to lose some of their numbers to failed Will checks, perhaps here we could have used intimidate to actually drive some of the skirmisher kobolds from the field without having to kill them. We could try that in the future, perhaps?

This large army and lack of fear among the Kobolds leads me to something the warlord might have pushed for, support crew. At this level we could probably handle no more than about 2 soldiers, and they would be human minions. For morale reasons they would have to be bowmen - we would not have the ability to motivate them to the front line. They could have suppressed minions with Buffs from the warlord. I suspect the DM wouldn't be excited about this, but then it would have offset the vast sea of Kobolds he unleashed on us... As it is Boatman the minotaur would not be interested in support bowmen, except if supplies run out and he is hungry...

PC Mistake #1: Moving up to the cave entrances was a big mistake. The Kobolds can deploy like a flash flood, surrounding a party on all sides because of their shifty nature. If we had waited together at the henge we would have had the advantage that defenders are supposed to have - range attacks against the approaching enemy and choice of ground. Not only did we squander that, we left our one of the two possible line fighters behind because he had dropped his sword trying to stop the fleeing slinger with a javelin. The Ranger played the whole battle as a backfield fighter, which is why he escaped, but also part of why the party collapsed so rapidly. As a result the party at the cave entrance had no line fighters at all, it was naked. We did manage to pull some pants on, but not fast enough to live. Here some kind of unified command, or a party that has fought together long enough to stay together naturally would have made a difference. There's a military axiom that an army can be as disorganized by victory as by defeat. (Hastings, Normans whacked at ditch, Shiloh, first confederates, then union) If a second organized enemy remains this can be a disaster. We won the attack on the henge, but were scattered in it's aftermath. I feel confident that on this matter of unity of action the party will be equally feeble in the future.

PC Mistake #2: Party composition. At the core of this was a poor understanding of the new rules and character abilities. But also the characters were designed with individual strength over team strength. This second problem will remain, but we should have better constructed characters now that we understand the rules better. I think someone kept complaining there were too few lineman but I can't remember who that squeaky wheel was...

PC Mistake #3: maximizing short-term damage - Here I think we made an even more crucial but related mistake. We should have scraped the Kobold minions off before attacking the skirmishers and we were spotty about this. The mob effect and combat advantage was really what the enemy were counting on, and the weakness in that should have been the immediate death of the minions.

Then we could have concentrated on the skirmishers one at a time ( this is why I thought pole arms might be good - we all give up a little to carry them, but hit the same enemy together with ease ).

Improvements that could happen:

1. If Hans and I field the two linemen, we can form a complimentary team of two. That gets a little synergy, and exercises some control over the splintering of the party by simple gravity, the backfield characters have to orbit the line for their own protection (I think Ari learned that at the swinging rock. What was he thinking?). And I think Hans and I should be able to coordinate more easily than 5.

2. We understand the D&D 4 system better, so our characters will be more functional all round. Except perhaps Tostig who was a simple build and had good scores. I suspect Guy, Ari and Hans will field characters that have more punch, and the Minotaur packs a big tea-bag.

3. Once burned... perhaps there will be more thought before charging in.

4. The DM also has some more caution perhaps... a single alteration of the encounter as written can be a big deal, specifically if it omits a rest opportunity.

.o. said...

re: Red Flag #1 - if the weenies nearly killed Tostig, that should have been a note to the players to be very careful - a couple didn't seem to get that memo.

re: maps - I will bring the poster map for the next game, but the reality is many encounters will not come with a big glossy map - they're going to have to be drawn on a wet-erase mat. I'll try to be more clear when I draw, but if something is unclear, please shout.

re: kobold morale. D&D does not have any morale rules other than those covered by shaken/fear/etc. effects. Adding in morale Will checks for monsters means encounters become easier for the PCs, which means I have to compensate by making them harder, which introduces balance issues...

The module did specifically cite that the slinger would flee if things looked bad, but other than that - well, y'all were heading into their home, with all their loot, wives, and babies. Not to mention their leader, the big axe-wielding tattooed psycho goblin who would personally kill any kobold who fled, along with their family.

re: support NPCs. A variety of reasons I'd be against this. The rules don't really cover how to run it. It adds more combatants to a battle, making it longer. And it makes encounters easier for the party, which requires encounters to be made harder in order to keep a challenging balance.

re: tactics. A lot of those make sense. I'm not sure about the "backfield" characters orbiting the front line though - if the squishies are within a charge distance of a smart enemy, they are in trouble. The ranged PCs should be close enough to provide support, but far enough back to stay out of harm's way.

re: altering written encounters. Unfortunately, I do have to alter them to some extent - since the party is level 2 and the encounter is intended for level 1 characters. But yeah, I need to be more careful - unlike 2e or 3e, I don't yet understand 4e well enough to "wing it" without risk. Drinking less while gaming will help.

.b

Unknown said...

I asked multiple times that day whether it was really supposed to be one encounter or 2 or 3, to which you replied one. So either you were lying to me (all well and good) or you were actually confused. I'm not clear which.

Either way, I agree with your other points:
- None of us know 4e so well yet that we can see danger as well as we will after playing it a bit longer.
- The PCs shouldn't have left our squishies so vulnerable, though part of the reason for the squishies rushing to the cave exit was to try to bottleneck it and fight one enemy at a time when our fighter and rogue weren't nearby. I agree with Matt that it would have probably been wiser to defend the stone circle.
- The party composition was not well-planned, I agree, but I'm not surprised given our experience level (IRL, not our char's XP).
- We could have done a better job concentrating on dropping one target at a time, but I also distinctly remember times we passed up opportunities to deal good dmg to multiple foes in order to focus on one. We DID think of this, and act accordingly sometimes, is all I'm saying. Coulda done it more though.

.o. said...

Confused: "Mid-way through the battle I went back and reread the encounter description" and by then it was too late. The text is moderately confusing, it wasn't until I had reread the whole thing later that I screwed up. The first group is supposed to be one encounter. Waves 1 and 2 are the second encounter (no rest between them).