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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters (combat?)
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<blockquote data-quote="Dausuul" data-source="post: 8772938" data-attributes="member: 58197"><p>That depends on the DM. "Investigate at your own pace" can easily mean "As you rest, the remaining denizens of the Tomb of NBFI10KY&SFL awaken from their ancient slumber and gather to avenge themselves on the intruders. Halfway through the night, whoever is on watch sees dozens of undead closing in on your camp. No, you haven't rested long enough to get the benefits of a long rest yet, why do you ask?"</p><p></p><p>If the DM plays enemies as intelligent and reactive, investigating at your own pace is almost always risky. (There are a few spells like <em>Leomund's tiny hut</em> that can make it safer... but leaning too hard on those spells carries its own dangers. If you count on the hut to keep you safe, and only discover at the last moment that the monsters have a caster with <em>dispel magic</em>, it's gonna get bad.)</p><p></p><p>Now, these scenarios threaten TPK, which triggers an instinctive "No!" reaction for a lot of DMs (me included). But what that actually means is the DM just needs a plan for what to do if the PCs fail to escape. That plan can be as simple as "Go ahead and TPK them," if the DM is willing to be a hard-ass about it. Other DMs might prefer less terminal solutions. However, this plan is less likely to come into play than DMs often assume--players get very inventive under pressure.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8772938, member: 58197"] That depends on the DM. "Investigate at your own pace" can easily mean "As you rest, the remaining denizens of the Tomb of NBFI10KY&SFL awaken from their ancient slumber and gather to avenge themselves on the intruders. Halfway through the night, whoever is on watch sees dozens of undead closing in on your camp. No, you haven't rested long enough to get the benefits of a long rest yet, why do you ask?" If the DM plays enemies as intelligent and reactive, investigating at your own pace is almost always risky. (There are a few spells like [I]Leomund's tiny hut[/I] that can make it safer... but leaning too hard on those spells carries its own dangers. If you count on the hut to keep you safe, and only discover at the last moment that the monsters have a caster with [I]dispel magic[/I], it's gonna get bad.) Now, these scenarios threaten TPK, which triggers an instinctive "No!" reaction for a lot of DMs (me included). But what that actually means is the DM just needs a plan for what to do if the PCs fail to escape. That plan can be as simple as "Go ahead and TPK them," if the DM is willing to be a hard-ass about it. Other DMs might prefer less terminal solutions. However, this plan is less likely to come into play than DMs often assume--players get very inventive under pressure. [/QUOTE]
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