13 Gnolls

I really enjoy the free movement and speed of play the no AoO suplies. But one player was rather annoyed that he couldn't stop that one dark adept from moving away.

DMs and players just restraining themself to what is believable is a solution, but it's not a very good solution.

Well, I guess the team knows about the issue, so lets see what they come up with.
 

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DMs and players just restraining themself to what is believable is a solution, but it's not a very good solution.
Strongly agree in this context, where the GM's exercise (or non-exercise) of restraint makes such a huge difference for the stakes of combat and the meaningfulness of players' choices (like choosing to hold the line).
 

DMs and players just restraining themself to what is believable is a solution, but it's not a very good solution.

No, it's not a great solution, but when dealing with unusual variables, it is sometimes required.

I'm not saying hold them back, just because, but have a reason they don't just all mob you at once. Examples: some of them aren't there right now, the tribe leader doesn't like one of his lieutenants and doesn't back him up, the ambush doesn't succeed as planned for some reason (gnolls are chaotic, y'know).

Most dungeons have a reason the entire floor doesn't work together to stop intruders. If one doesn't have it, you need to find one.

Like I mentioned, a TPK likely would have happened in this scenario with or without stickiness of the front line.
 

30 years later, I still game with one of my childhood friends. "Hey Steve, the DDN playtest is the Caves of Chaos. Cave K, remember?"

"I don't care if the playtest PCs are L12, I'm not going in that cave."
Wise. After all, there are 7 wights there, now.
 

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