FrogReaver
The most respectful and polite poster ever
Why nervous? I’m pro trade offs in the general sense, but nervousness shouldn’t factor into it.That doesn't seem right. The party should still have reason to feel nervous of splitting up.
Why nervous? I’m pro trade offs in the general sense, but nervousness shouldn’t factor into it.That doesn't seem right. The party should still have reason to feel nervous of splitting up.
Because splitting up is inherently risky, and should feel risky.Why nervous? I’m pro trade offs in the general sense, but nervousness shouldn’t factor into it.
I challenge this assertion. How is splitting up inherently more risky?Because splitting up is inherently risky,
It reduces the amount of resources you have available in any individual group to deal with whatever problems arise, while doubling your collective chances of running into issues.I challenge this assertion. How is splitting up inherently more risky?
okay, but why is this more risky?It reduces the amount of resources you have available in any individual group to deal with whatever problems arise,
No. presumably you are exploring the same places whether split or not. You’ll run into those issues either way.while doubling your collective chances of running into issues.
No. I’d suggest that once the threat is telegraphed to the players that it remains. What I’m talking about is determining what the threat to be telegraphed to the players is.If the party peer through a keyhole and see a high-level cleric and thirty gnolls in the next room, then having only half of them choose to enter that room and keep them busy while the other half head off to ransack the cleric's bedroom while he's away will make for a tougher fight - potentially two of them if the bedroom is guarded or trapped.
So consider the players had already split up, got to the same door and looked through the same keyhole. There is no requirement you describe X gnolls there. You can describe whatever number you desire and it can even be dependent on if the party split up.Sure, if you're going to have 2/3rds of those gnolls mysteriously decide to slope off for a tea break the moment the party chose to split up, it's not inherently more risky. But the risk should be calibrated to the party's collective capability, not to their decisions.
I disagree in the strongest possible sense; on many levels. First off, encounter design and placement is NOT "mere contrivance", at least not in any game I run or create.On splitting up the party I’m of a different mind. DMs typically prepare encounters based on the full party all being present. Thus the reason the prepared encounters are of a particular strength is mere contrivance, or perhaps a better observation is that encounter strength is a gamist consideration.
Except that it isn't. The PCs made the personal, tactical decision to split up. Changing the encounter midway through the session or adventure is one of the cardinal DM sins - circumventing the consequences of player choice.As such, IMO, making a much to difficult encounter for half the party is the same as making a much too difficult encounter for the whole party. If you wouldn’t do it in the first instance then you shouldn’t do it in the other IMO
Not to mention being a key component of military strategic and tactical doctrine since time immemorial. C.f. "Divide and conquer"It reduces the amount of resources you have available in any individual group to deal with whatever problems arise, while doubling your collective chances of running into issues.
If you don't understand why going to twice as many places with half as many people is going to cause problems, I don't think there's any way to explain this to you.No. presumably you are exploring the same places whether split or not. You’ll run into those issues either way.
Well to start with, you aren’t going to twice as many places.If you don't understand why going to twice as many places with half as many people is going to cause problems, I don't think there's any way to explain this to you.