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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="werecorpse" data-source="post: 6811367" data-attributes="member: 55491"><p>The solution here is to make retreating and resting undesirable. here are my suggestions:</p><p>1. Mission is time sensitive (bad guy does something that wipes out a town a day or Bad guy will bolt if he has time and knows he is discovered)</p><p>2. Reactive bad guy - after first attack bad guy tracks them or sets up an ambush (or leaves)</p><p>3. Other good guys turn up and finish dungeon, taking all the treasure, glory exp and loot. (Other parties are a great trick for a DM to use in many ways)</p><p></p><p>An example of number 3 I experienced was while a player in G2. We had fought our way through about 3/4 of the dungeon, resting periodically so none of the encounters were too threatening. It was clearly frustrating the DM. So when we went back after a days rest to head into the last bit of the adventure we met another group of adventurers (lead by a paladin from our clerics church that we had never heard of before - otherwise we might have attacked them) leaving the dungeon with the giant kings head strapped to a mule and bags and bags of treasure. We rushed into the complex to scour it for any loose change and when we got back to town they were holding a fair in honour of the other group, and the other group were all about to undergo further training (yes the DM said they all levelled up - he knew how to inflict pain) I'm pretty sure the DM overstated the loot the paladin got but we were green with envy.</p><p></p><p>For the next few adventures we always made sure that vulture was nowhere near our potential loot - and we got all looting and glory hogging done as soon as possible. Good result all round. </p><p></p><p>You should only need to do this once. My suggestion is that you set it up so the NPC gets big loot and treasure.</p><p></p><p>Btw later when we were getting our butts handed to us by a bunch of drow and demons in some underground tunnels that paladin and his mates showed up and prevented a tpk - swings and roundabout. But for some reason they could never come adventuring with us - something about us being the heroes of our own story blah blah blah.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6811367, member: 55491"] The solution here is to make retreating and resting undesirable. here are my suggestions: 1. Mission is time sensitive (bad guy does something that wipes out a town a day or Bad guy will bolt if he has time and knows he is discovered) 2. Reactive bad guy - after first attack bad guy tracks them or sets up an ambush (or leaves) 3. Other good guys turn up and finish dungeon, taking all the treasure, glory exp and loot. (Other parties are a great trick for a DM to use in many ways) An example of number 3 I experienced was while a player in G2. We had fought our way through about 3/4 of the dungeon, resting periodically so none of the encounters were too threatening. It was clearly frustrating the DM. So when we went back after a days rest to head into the last bit of the adventure we met another group of adventurers (lead by a paladin from our clerics church that we had never heard of before - otherwise we might have attacked them) leaving the dungeon with the giant kings head strapped to a mule and bags and bags of treasure. We rushed into the complex to scour it for any loose change and when we got back to town they were holding a fair in honour of the other group, and the other group were all about to undergo further training (yes the DM said they all levelled up - he knew how to inflict pain) I'm pretty sure the DM overstated the loot the paladin got but we were green with envy. For the next few adventures we always made sure that vulture was nowhere near our potential loot - and we got all looting and glory hogging done as soon as possible. Good result all round. You should only need to do this once. My suggestion is that you set it up so the NPC gets big loot and treasure. Btw later when we were getting our butts handed to us by a bunch of drow and demons in some underground tunnels that paladin and his mates showed up and prevented a tpk - swings and roundabout. But for some reason they could never come adventuring with us - something about us being the heroes of our own story blah blah blah. [/QUOTE]
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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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