LordMelkor{Talos}
First Post
Simon, don`t you use any more complicated battle encounters than simple duels, for example destroying enemy artifacts, stopping the retreat of your troops, disposing of treachorous commander, etc.?
Originally posted by Ridley's Cohort I would suggest the opposite is true: what keeps it interesting as a game in the long term is an unpredictable challenge level of encounters.
Jackcarter said:I have nothing against having smart villains; what I don't like is the excessive emphasis in the Rainbow Six type action to be successful in the game. I think there's a happy medium between foolhardy charging into the unknown and sending in animated animal skeleton with echo skull spell atop it to scout ahead, the party staying apart 30' each to minimize area spells while still able to come to aid, the rogue going ahead and checking every darn brick for traps and using hand signals to alert the party of any developments, always hiding while moving (taking hits in movement), invisibility to animals on constantly to foil animal spies, pass without trace, sweeping areas constantly with detect magic, ad nauseum.
mmadsen said:I agree about adventures where the PCs can just call in an army but aren't expected to -- usually with no good reason not to. If the PCs are heroes, and they're facing a credible threat to civilization, why wouldn't the Duke send his men with them? And if the PCs are just strong enough to defeat this threat, the PCs plus the Duke's men should easily dispatch the enemy. The real issue then is: what keeps the "dungeon" safe from a horde of guardsmen?
Many adventures don't answer this. After all, if four heroes are good, why not a dozen? With henchmen?
barsoomcore said:
Likewise, present them with opponents who they drastically outclass.