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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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<blockquote data-quote="OB1" data-source="post: 6811323" data-attributes="member: 6796241"><p>Don't see this as cheesy at all. Again, taking MSG5 as an example, if you tried that tactic attacking a base a new set of guards would be there the next day. And if you took out the first set all with head shots, the guards the next day will be wearing helmets.</p><p></p><p>Or say my party had tried to use Leomand's Hut at any part of the session I described. They would have awoken to the bad guy having accomplished his goal and them surrounded by a force impossible for them to defeat. That's not to say that there is never a situation where using the hut would work, but when I've already described to the party the hundreds and hundreds of demons flying around the top of the castle, it's on them to take that into their considerations as to how to proceed. </p><p></p><p>As for tracking them back to camp, I love that idea! I would just steal from one of the other encounters I had to do something on the fly. Perhaps the bad guys were thinking of Combat as War and led the Purple Worm to attack the camp in the middle of the night! The key about planning the 6-8 encounters for a session is that many of them can be quickly repurposed to whatever tactics the players decide to use. Or even for the next adventuring session, though it's difficulty might have gone down a step if the party leveled up, it's still useful thanks to bounded accuracy.</p></blockquote><p></p>
[QUOTE="OB1, post: 6811323, member: 6796241"] Don't see this as cheesy at all. Again, taking MSG5 as an example, if you tried that tactic attacking a base a new set of guards would be there the next day. And if you took out the first set all with head shots, the guards the next day will be wearing helmets. Or say my party had tried to use Leomand's Hut at any part of the session I described. They would have awoken to the bad guy having accomplished his goal and them surrounded by a force impossible for them to defeat. That's not to say that there is never a situation where using the hut would work, but when I've already described to the party the hundreds and hundreds of demons flying around the top of the castle, it's on them to take that into their considerations as to how to proceed. As for tracking them back to camp, I love that idea! I would just steal from one of the other encounters I had to do something on the fly. Perhaps the bad guys were thinking of Combat as War and led the Purple Worm to attack the camp in the middle of the night! The key about planning the 6-8 encounters for a session is that many of them can be quickly repurposed to whatever tactics the players decide to use. Or even for the next adventuring session, though it's difficulty might have gone down a step if the party leveled up, it's still useful thanks to bounded accuracy. [/QUOTE]
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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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