Hrm... My own humble opinions.
If the party attacks the very evil guy and said evil guy teleports away, consider:
Did the party do anything other than rush him and start swinging? Did the evil guy teleport away after being beaten so you can preserve him for a future encounter? If so, call it a defeat and give 'em something. (Me, I award lump sums at the end of the night, or every couple sessions, so I don't give the opportunity to quibble over whether X encounter was worth Y or Z amount of points.) If him appearing is set dressing and he teleports away before any significant combat, nothing.
NPC nerfing... Matter of DM taste. If I have accidentally built an encounter which was intended as filler and it ends up bending the party over the table and horribly violating their characters, I'll tone it back some to let the party escape if they've got the sense to do so (and will likely promote surviving monsters to future Big Bad status).
Treasure weeding... If you've got established characters coming into your game from other games, always reserve the right to red-pen their gear list. YOU decide how much is acceptable. (Depends on edition, really, and your taste. Rank it by exp or gold value.) If you've gone nuts and given your party gear that you no longer want them to have, then that's a whole different issue, and you get to decide how to get rid of it in play.
If the party attacks the very evil guy and said evil guy teleports away, consider:
Did the party do anything other than rush him and start swinging? Did the evil guy teleport away after being beaten so you can preserve him for a future encounter? If so, call it a defeat and give 'em something. (Me, I award lump sums at the end of the night, or every couple sessions, so I don't give the opportunity to quibble over whether X encounter was worth Y or Z amount of points.) If him appearing is set dressing and he teleports away before any significant combat, nothing.
NPC nerfing... Matter of DM taste. If I have accidentally built an encounter which was intended as filler and it ends up bending the party over the table and horribly violating their characters, I'll tone it back some to let the party escape if they've got the sense to do so (and will likely promote surviving monsters to future Big Bad status).
Treasure weeding... If you've got established characters coming into your game from other games, always reserve the right to red-pen their gear list. YOU decide how much is acceptable. (Depends on edition, really, and your taste. Rank it by exp or gold value.) If you've gone nuts and given your party gear that you no longer want them to have, then that's a whole different issue, and you get to decide how to get rid of it in play.
- Get it stolen (and they WILL chase it down, which can lead to all sorts of fun).
- "I use my ring of invisibility." "You concentrate but nothing happens." "WTF?" Mage: "Huh, what do you know. Out of charges. Shoddy workmanship."
- Toss in quirks... The magic sword that HAS to be kept in a jeweled sheath... and it slowly consumes GPs worth of gems per month, 'til it gets too expensive to keep.
- The ever popular rust monster/magic eater.