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last encounter was totally one-sided
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<blockquote data-quote="Sacrosanct" data-source="post: 6967823" data-attributes="member: 15700"><p>I think this just reinforces the disconnect in our playing styles. For example, even the dumbest of all ancient dragons has an INT of 10 and WIS of 13. That's slightly better than an average person. I.e., the point is that they aren't stupid, and if you play the monsters up to their capability, then you're not "denying access" to anything. You're playing your NPCs/Monsters in an interact-able world where they would make decisions based on what's happening to them. I keep getting this impression of you playing your combat encounters like "here's the pieces on the game board, here's the statblock of abilities, now go!".</p><p></p><p>IMO, the math doesn't need to be fixed because there's nothing wrong in the first place. D&D is built with the assumption that role-playing doesn't stop when combat starts, and that everything in the environment is able to be interacted with. And a creature doesn't have to be as smart a a person to adjust tactics either. My dog has a low intelligence, but if something's not going her way, she figures out an alternative pretty quickly. So if you're playing D&D counter to its assumed style of play (arena style where monsters are only stat blocks of abilities with no free will), then yeah, you're gonna have problems. But the problem isn't with the game, it's with the deviation of assumed game play. Keep in mind I'm not saying that style is wrong, but any time you play outside of the assumed style, then it's on you to make those adjustments.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6967823, member: 15700"] I think this just reinforces the disconnect in our playing styles. For example, even the dumbest of all ancient dragons has an INT of 10 and WIS of 13. That's slightly better than an average person. I.e., the point is that they aren't stupid, and if you play the monsters up to their capability, then you're not "denying access" to anything. You're playing your NPCs/Monsters in an interact-able world where they would make decisions based on what's happening to them. I keep getting this impression of you playing your combat encounters like "here's the pieces on the game board, here's the statblock of abilities, now go!". IMO, the math doesn't need to be fixed because there's nothing wrong in the first place. D&D is built with the assumption that role-playing doesn't stop when combat starts, and that everything in the environment is able to be interacted with. And a creature doesn't have to be as smart a a person to adjust tactics either. My dog has a low intelligence, but if something's not going her way, she figures out an alternative pretty quickly. So if you're playing D&D counter to its assumed style of play (arena style where monsters are only stat blocks of abilities with no free will), then yeah, you're gonna have problems. But the problem isn't with the game, it's with the deviation of assumed game play. Keep in mind I'm not saying that style is wrong, but any time you play outside of the assumed style, then it's on you to make those adjustments. [/QUOTE]
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Community
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last encounter was totally one-sided
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