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<blockquote data-quote="paradox42" data-source="post: 5022880" data-attributes="member: 29746"><p>I have to agree that it goes with the territory of ultra-high-level play in general. But a new phenomenon has arisen in my "late" game, which came to light for me last week. The PCs in that party have been attacking the home galaxy of the Hungry Void monster (though they don't know them by that name), and have been taking out clouds of several hundred swarms one by one moving across the galaxy via teleportation trying to stay ahead of the distress messages transmitted by dying nanites to others of their kind. They are, in other words, trying to stay as stealthy as possible for as long as possible.</p><p></p><p>Last session a new wrinkle on the "win initiative or die" phenomenon occurred: the PCs attacked a cloud of 400 swarms, which as it happened had high enough bonuses with so many swarms in close proximity that even the party fighters could only hit swarms on a natural 20. What happened was, the party fighter who went first went into the cloud expecting to take it out with essentially one super Whirlwind Attack (he has the ability to hit everything in his reach, and several abilities to increase his size and reach, so he was easily able to get all the swarms with the one Whirlwind), just like the party had done with all prior clouds. In this case, however, due to him being unable to hit them all in one blow, the cloud survived... and got a turn.</p><p></p><p>Since the cloud had members with Seventh Sense (hey, what else am I going to use 400 Anyfeats for but get some nice Divine Abilities?), I decided that the nanites would see that the party's next few attacks would kill every member of the cloud in short order, with the cloud being able to do little to stop it. So, the entire cloud skeedaddled (i.e. ran away) into a faster-than-light hyperspace jump of some kind.</p><p></p><p>The leader of the PC party, upon witnessing this, used HIS Seventh Sense to go back a round and prevent the PCs from ever teleporting in on that nanite cloud in the first place.</p><p></p><p>In other words, the Seventh Sense and similar higher abilities end up creating a sort of detente once both sides have them: both sides can perceive undesirable consequences resulting from combat, so neither side actually <strong>initiates</strong> combat. This alone, I think, can satisfactorily explain such things as the Sidereals sending themselves into eternal slumber. Combat, at this stage of game, actually moves beyond the instantly-lethal territory into a new one where it simply doesn't occur. This, in turn, brings the game even more into a realm of pure roleplaying and less roll-playing, which many DMs clamor for at lower levels.</p><p></p><p>Ironic, isn't it?</p><p></p><p>But very, very interesting. I'm looking forward to seeing how things develop in my next few sessions.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5022880, member: 29746"] I have to agree that it goes with the territory of ultra-high-level play in general. But a new phenomenon has arisen in my "late" game, which came to light for me last week. The PCs in that party have been attacking the home galaxy of the Hungry Void monster (though they don't know them by that name), and have been taking out clouds of several hundred swarms one by one moving across the galaxy via teleportation trying to stay ahead of the distress messages transmitted by dying nanites to others of their kind. They are, in other words, trying to stay as stealthy as possible for as long as possible. Last session a new wrinkle on the "win initiative or die" phenomenon occurred: the PCs attacked a cloud of 400 swarms, which as it happened had high enough bonuses with so many swarms in close proximity that even the party fighters could only hit swarms on a natural 20. What happened was, the party fighter who went first went into the cloud expecting to take it out with essentially one super Whirlwind Attack (he has the ability to hit everything in his reach, and several abilities to increase his size and reach, so he was easily able to get all the swarms with the one Whirlwind), just like the party had done with all prior clouds. In this case, however, due to him being unable to hit them all in one blow, the cloud survived... and got a turn. Since the cloud had members with Seventh Sense (hey, what else am I going to use 400 Anyfeats for but get some nice Divine Abilities?), I decided that the nanites would see that the party's next few attacks would kill every member of the cloud in short order, with the cloud being able to do little to stop it. So, the entire cloud skeedaddled (i.e. ran away) into a faster-than-light hyperspace jump of some kind. The leader of the PC party, upon witnessing this, used HIS Seventh Sense to go back a round and prevent the PCs from ever teleporting in on that nanite cloud in the first place. In other words, the Seventh Sense and similar higher abilities end up creating a sort of detente once both sides have them: both sides can perceive undesirable consequences resulting from combat, so neither side actually [B]initiates[/B] combat. This alone, I think, can satisfactorily explain such things as the Sidereals sending themselves into eternal slumber. Combat, at this stage of game, actually moves beyond the instantly-lethal territory into a new one where it simply doesn't occur. This, in turn, brings the game even more into a realm of pure roleplaying and less roll-playing, which many DMs clamor for at lower levels. Ironic, isn't it? But very, very interesting. I'm looking forward to seeing how things develop in my next few sessions. [/QUOTE]
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