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4 Stealthy PCs + 1 loud metal paladin = ??
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<blockquote data-quote="Kichwas" data-source="post: 1251406" data-attributes="member: 891"><p>I like wilderness encounters...</p><p></p><p>Encounters often begin at 1000 to a couple thousand feet, and as the two sides close they do a large exchange of missile fire. The paladin usually arrives into melee in the round before, during, or after the last round of combat. He tends to get at most one strike before the whole engagement is over...</p><p></p><p>I don't change the encounters to satisfy him when they're in the open, because in the wilderness encounters will begin at long range.</p><p></p><p>Even in a dense jungle you will hear them before you can close by several minutes unless they are tracking you in stealth - in which case the encounter began a long time ago anyway and you've just been failing a lot of listen checks.</p><p></p><p></p><p>Let the party pick it's own style of engagement. If they don't split into two stages then the paladin will ruin it for all of them, if they do... then he will miss half the fights unless they make a point of circling back and assaulting en mass - in which case the other side may often get the drop on them as they try to do so.</p><p></p><p>Eventually, they will find a balance or just get comfortable with losing characters.</p><p></p><p>If you want the game to tailor for the paladin - you'd probably want a lot of overland stuff where he can bring a mount (one that stays around, not the pokemon he gets as a class ability - even opn a regular warhorse a paladin on the field is quite a threat, something my players will eventually figure out... hopefully...), or you want something in mucky dungeons where the moss stifles the aucustics and softens the sounds of metal shoes (not to mention that metal shoes are slippery on the wet stone found in many dungeons...). In other words, you want dungeons where he won't be making an echo that's heard three levels down.</p><p></p><p>If they keep the balance they have, consider dropping a magic item at some point that's essentially rubber shoes... something which doesn't aid in the paladins move silently checks, but stops the echos so it doesn't sound like the party is carrying a boom-box into the dungeon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kichwas, post: 1251406, member: 891"] I like wilderness encounters... Encounters often begin at 1000 to a couple thousand feet, and as the two sides close they do a large exchange of missile fire. The paladin usually arrives into melee in the round before, during, or after the last round of combat. He tends to get at most one strike before the whole engagement is over... I don't change the encounters to satisfy him when they're in the open, because in the wilderness encounters will begin at long range. Even in a dense jungle you will hear them before you can close by several minutes unless they are tracking you in stealth - in which case the encounter began a long time ago anyway and you've just been failing a lot of listen checks. Let the party pick it's own style of engagement. If they don't split into two stages then the paladin will ruin it for all of them, if they do... then he will miss half the fights unless they make a point of circling back and assaulting en mass - in which case the other side may often get the drop on them as they try to do so. Eventually, they will find a balance or just get comfortable with losing characters. If you want the game to tailor for the paladin - you'd probably want a lot of overland stuff where he can bring a mount (one that stays around, not the pokemon he gets as a class ability - even opn a regular warhorse a paladin on the field is quite a threat, something my players will eventually figure out... hopefully...), or you want something in mucky dungeons where the moss stifles the aucustics and softens the sounds of metal shoes (not to mention that metal shoes are slippery on the wet stone found in many dungeons...). In other words, you want dungeons where he won't be making an echo that's heard three levels down. If they keep the balance they have, consider dropping a magic item at some point that's essentially rubber shoes... something which doesn't aid in the paladins move silently checks, but stops the echos so it doesn't sound like the party is carrying a boom-box into the dungeon. :D [/QUOTE]
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4 Stealthy PCs + 1 loud metal paladin = ??
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