payn
Glory to Marik
You should really stop listening to the internet. After this posting, of course.Yeah, I've been told (by the Internet) that nobody reads it.
Which confirms what I've suspected all along:
I'm a nobody on the Internet.
You should really stop listening to the internet. After this posting, of course.Yeah, I've been told (by the Internet) that nobody reads it.
Which confirms what I've suspected all along:
I'm a nobody on the Internet.
Well, they're slow and bite-sized, and they often carry their own sauces and seasonings (potions/spell components). What else are they good for?Isn't that rule #12 on the adventurers guide? When in doubt, sacrifice the gnome?
There are chase rules in the DMG. I use them for inspiration, it's basically a modified skill challenge.Are there set rules for pursuit and retreat? I've seen lots of house-rules and custom work-arounds, but I don't remember seeing them in the rules.
This isn't even getting into the anti-heroic feeling of having to break and run from everything because the DM likes a playstyle the game doesn't support. Or the fact that I feel like players aren't going to trust a DM who will absolutely murder them for not retreating won't use the rules to murder them for retreating. Because the point is operant conditioning.
This is super weird.
Like, the players don't know whether the people they hit and run will retaliate or thank them kindly for killing Bob because he was a jerk anyway, right?
And I assume that not literally every foe they do this to will adamantly refuse to give chase, right?
And the second something does give chase the players will see how the game straight up punishes them mechanically for doing so, right?
So they're going to learn not to not retreat at some time or other anyway because they don't actually know when the monster will roll over an snuggle them on the way out, or rain ranged murder into their exposed backs and one result is enough to remove the value of the other.
Because the mechanics suck, this only leaves the option to never play an enemy was anything but uncaring to forgiving toward hit and run tactics instead of actively seeking out better chase mechanics.
This isn't even getting into the anti-heroic feeling of having to break and run from everything because the DM likes a playstyle the game doesn't support. Or the fact that I feel like players aren't going to trust a DM who will absolutely murder them for not retreating won't use the rules to murder them for retreating. Because the point is operant conditioning.
If we're being reduced to using 'board game' and 'video game' as rhetorical insults, we're done here.
I agree wholeheartedly. And I do not see anything wrong with house ruling in mechanics you like, nor playing a different game if another one has rules you like better. I think those are the easiest and fastest ways to get what you want.I'll go as far as to say "If you have to completely sidestep the mechanics of the game you have for an important event resolution (and one that in theory can come up multiple times) then you either should be acknowledging that its time to houserule in some mechanics or you're playing the wrong game."
[not OR delay]Now I'm getting confused-- there needs to be a mechanical reason for mooks to
Back in past editions both sides in a combat were somewhat sticky for ago[ing] after the Cleric and Warlock? The narrative reason of not letting any of your enemies operate freely and do whatever they want isn't enough? Especially when those enemies are using magic to keeping their friends alive?
And I also am at a loss as to why you are putting a player construct of the "social contract" onto the game pieces of the mooks? The mooks have nothing to do with the social contract-- you and the players do. So are you saying that you as the DM are restrained from attacking the Cleric and the Warlock due to the social contract? If that's the case... then that's a problem of you and your table and not the game rules... because you apparently signed a really bad contract.
Dungeons & Dragons is half-board game and half-story. And there are plenty of times when you don't have or need a board game rule to let you make choices in D&D, just like you don't always need narrative reasons for doing what you want either. The game expect you to do both.
I'm mean I just showed you how 5e does support those kind of experiences and my players have had those experiences with 5e. So I think it is more fair to say that you and your group have as of yet been unable to produces those experiences in 5e.5e doesn't seem to have those kind of experiences built into the game. It's assumed your party is going to win every fight without retreating. It's unnecessary to study a monster before facing it to develop tactics or to acquire special weapons or scrolls to win.
I just showed you how to do it with no alterations to the game. Don't now what else to tell you. You seem to continue to ignore the simply solution.Unless the DM makes significant alterations to the game, that style of play isn't supported.
IDK, my group is able to navigate these experiences and from what I can tell others on these forums have as well. Of course some, like yourself, have not been able too. Everyone is different. I guess I can't help you. We seem to be able to recreate the experiences you discuss in 5e without much effort. Maybe it comes down to not running published adventures?It's like there's no middle ground in the fights. It's "this is a minor bump in the road" or "everybody dies."