CapnZapp
Legend
Sigh.Depends how many Orcs there are (they do breed like rabbits, after all; and "dangerous Orc territory" would lead me to believe there's hundreds if not thousands living there), and whether any number of them have much more going for them than the average run-of-the-mill Orc.
Again, depends what the random encounters consist of. Three wandering Orcs? Irrelevant to any party. Three wandering Stone Giants? Yeah, that'll make some low-level types sit up and take notice...
Lanefan
Really? I must explicitly explain I'm not talking about Orc dangerousness at all? Oh well, you might be a newcomer to the thread, so here goes again, for the umpteenth time...
I'm talking about how trivial it is to negate wandering monsters as a rest deterrent.
I'm saying that any orc or umber hulk or nonspellcast-demon simply cannot touch a resting party with access to spells.
This thread is about how the game expects a certain encounter pattern and then not only completely fails to ensure that happens, but actively works to make it as hard as possible for the DM to make it happen.
And the single out is always the same: apply a time pressure. Except that's incredibly overdone and incredibly sloppily done most of the time.
The world is ending! Big bad Hubba Bubba will crash the moon into the world because Evil! Please hurry!
Except this "hurry" is incredibly generic and abstract and the intention is (in 99 out of 100 published* adventures) for the heroes to show up in the nick of time...
...regardless of how many rests they take getting there!!
That's the elephant in the room nobody's willing to talk about.
*) ah yes, so you dont reply "not in my adventures": Consider this a thread about playing 100% official using WotC published adventures only, if it helps you not dismiss the subject with an useless "I'm the DM and I make it work". Thx
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