D&D General Why are we fighting?

Lanefan

Victoria Rules
I wouldn’t know because all I ever see or hear about is never works. One need only look at this thread and see that.

Here’s a simple solution. Baddies that run away cause similar baddies in the same region to begin encounters frightened with a dc 10 Wis save at the end of turns removing the effect. Effect is removed by a long rest.
Funny - this almost-exact scenario came up in the session I just ran. A couple of Orcs ran off into the dungeon as their buddies got hopelessly slaughtered, the party knows there's (almost certainly) more of 'em in here somewhere.

Character A: "Do we chase 'em?"
Character B: "Nah - let 'em run scared, 'cause they'll make any of the rest of 'em they bump into scared."

Which, thinks me as DM, is very likely exactly what will happen. Morale is sinking fast among the Orcs overall, and their two leaders are both dead; these two running scared might just send the whole lot of 'em packing other than a couple of die-hard elites who will fight to the death in hopes of gaining brownie points with Gruumsh.
Poof. Instant fantastic results for the party to let things flee and spread panic.

But I’m fairly sure no dm ever does this.
And then I read this post. What impressive timing! :)
 

log in or register to remove this ad

Andvari

Hero
I had a similar scenario a while back where orcs had settled around a temple the PCs were hired to reclaim. They found out their leader was holed up in a nearby mansion.

They stormed the mansion, slew the leader and some patrols, then retreated from the area to recuperate. I figured the remaining orcs would discover their dead leader in the meantime and that they would at least relocate their children and most of their women.

But would their warriors and clerics also leave? I couldn’t decide, so I made a morale check. They passed, and I decided a cleric would assume leadership and set up the remaining forces within the temple.
 

I had a similar scenario a while back where orcs had settled around a temple the PCs were hired to reclaim. They found out their leader was holed up in a nearby mansion.

They stormed the mansion, slew the leader and some patrols, then retreated from the area to recuperate. I figured the remaining orcs would discover their dead leader in the meantime and that they would at least relocate their children and most of their women.

But would their warriors and clerics also leave? I couldn’t decide, so I made a morale check. They passed, and I decided a cleric would assume leadership and set up the remaining forces within the temple.
That’s a cool way to do it. I would probably suggest finding ways to let the players know they almost scared off the whole group; maybe they overhear a patrol complaining, or the cleric has to give a motivational speech before anyone attacks. Stuff like that.

One distinction that isn’t always clear is the line between “can’t work” and “didn’t work this time.”
 


Andvari

Hero
That’s a cool way to do it. I would probably suggest finding ways to let the players know they almost scared off the whole group; maybe they overhear a patrol complaining, or the cleric has to give a motivational speech before anyone attacks. Stuff like that.

One distinction that isn’t always clear is the line between “can’t work” and “didn’t work this time.”
They discovered the surrounding buildings were abandoned and that guards were still at the temple. And the cleric did in fact give a monologue. :)
 

Blue

Ravenous Bugblatter Beast of Traal
We're fighting in D&D because the class format requires attrition based resource management for the game aspect to work.

Having combats that are cut short without using the full allotment of resources is counterproductive in that it requires additional combat(s) to make up that lack-of-usage.

Notice I didn't mention anything about goals, story, challenges, etc.? Because you can have those in other mechanical systems that do not require the attrition. But this is why in D&D, we must.

So any discussions about alternate goals and all of that are wonderful - and are useless until we address the underlying mechanical issue with the rules.
 

Vaalingrade

Legend
I have never once included a combat because I felt the need to honor resource management.

I include combats because contrary to what I am contractually obligated to say, violence is awesome and doing it in a controlled, fictional environment is the best way to do it.
 

Thomas Shey

Legend
And of course, in case people want to forget, having a class system where the majority of powers on the majority of classes are focused on combat one way or another, avoiding combat is going to--at best--come across to a lot of (if not most) people as pretty perverse.
 

Vaalingrade

Legend
And of course, in case people want to forget, having a class system where the majority of powers on the majority of classes are focused on combat one way or another, avoiding combat is going to--at best--come across to a lot of (if not most) people as pretty perverse.
Now if every class got some perverse options, we'd be talking.
 

Blue

Ravenous Bugblatter Beast of Traal
I have never once included a combat because I felt the need to honor resource management.
In this case, of "RPG", you are neglecting the "G" part of it.

Class balance in D&D is strongly affected by the number of encounters between rests. You can make up the deadliness of fewer encounters with mroe challenging encounters, but class balance is off. Think like this - compare a rogue, a nice at-will repeat-every-round type of charactrer, with a full casters. In a game where the full caster just needs to cast their highest level slots that caster will have a much higher effect per round that the at-will. On the other hand if there's enough that the same full caster is at times using cantrips and other things which are less than the at-will repeatable, the average effetiveness per action will come down and they will be in the same neighborhood. An even easier example is where is a barbarian more powerful - where they can rage every combat, or rage in half the combats.

Mind you, 5e is pretty poorly calibrated on how many enocunters are needed to use up all the resources they gave to classes. That doesn't mean that it isn't still what the balance between different classes in based on, just that it often gets reduced. When you fully don't care though it really gets neglected.
 

Remove ads

Top