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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="CapnZapp" data-source="post: 8102768" data-attributes="member: 12731"><p>It doesn't come off as preachy. I believe you are genuine. </p><p></p><p>Problem is, it has almost no bearing on official adventure paths as written.</p><p></p><p>Plus, it... doesn't work.</p><p></p><p>The game is clearly and obviously geared toward fighting monsters in scenarios resembling your type 1.</p><p></p><p>If you get to spot the monster at a distance (much more than what it can cover in a single turn's movement), you have basically won already. (The Giant is an outlier here since it has such an extreme ranged attack.)</p><p></p><p>Sure you can fix this in your own home game, perhaps by giving the Giant an entourage of sycophantic Orcs that make it much harder to ambush and take out the Giant (without first dealing with the Orcs). Or by giving the Giant a mate, so that the encounter of "fighting one Giant" is disguised - you would then be fully expected to take out the first giant at range, but the idea is that once you would have done so, the second Giant would have caught up to you, so the encounter could STILL play out as in your take 1. (Obviously, this is playing with fire, since if the ambush fails, the heroes have two Giants on their hands and will likely die)</p><p></p><p>But here I just want to point out that official APs almost <em>never</em> start encounters at range. Playing an official AP is playing out maybe two hundred encounters over twenty levels, nearly all of your type 1.</p><p></p><p>Your advice is not wrong. But it basically amounts to rewriting the adventures...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8102768, member: 12731"] It doesn't come off as preachy. I believe you are genuine. Problem is, it has almost no bearing on official adventure paths as written. Plus, it... doesn't work. The game is clearly and obviously geared toward fighting monsters in scenarios resembling your type 1. If you get to spot the monster at a distance (much more than what it can cover in a single turn's movement), you have basically won already. (The Giant is an outlier here since it has such an extreme ranged attack.) Sure you can fix this in your own home game, perhaps by giving the Giant an entourage of sycophantic Orcs that make it much harder to ambush and take out the Giant (without first dealing with the Orcs). Or by giving the Giant a mate, so that the encounter of "fighting one Giant" is disguised - you would then be fully expected to take out the first giant at range, but the idea is that once you would have done so, the second Giant would have caught up to you, so the encounter could STILL play out as in your take 1. (Obviously, this is playing with fire, since if the ambush fails, the heroes have two Giants on their hands and will likely die) But here I just want to point out that official APs almost [I]never[/I] start encounters at range. Playing an official AP is playing out maybe two hundred encounters over twenty levels, nearly all of your type 1. Your advice is not wrong. But it basically amounts to rewriting the adventures... [/QUOTE]
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Another Deadly Session, and It's Getting Old
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