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<blockquote data-quote="nnms" data-source="post: 5924414" data-attributes="member: 83293"><p>#2 is dealt with by morale rules and using the terrain properly.</p><p></p><p>If you have a group of monsters and the party engages them and starts to slowly win in a attrition slug fest, the monsters need to leave at least some of the time. The monsters probably have friends elsewhere in the dungeon and should probably run for safety. This radically transforms what the PCs need to do to deal with the new situation.</p><p></p><p>Similarly, if it's the PCs that are slowly losing the attrition battle, something drastic needs to happen. Either bring some artillery to the fight or start to withdraw. Even if you are pursued, you may be able to reform in a corridor and have your freshest and strongest warriors fight only a few of the enemy at a time until the tables are turned.</p><p></p><p>Which brings us to terrain. The Caves of Chaos are full of 10 foot wide passages, junctions and rooms of various sizes. Sometimes the thing to do is to poke the hornet's nest and then withdraw, using the terrain to turn a bad situation into a great one.</p><p></p><p>I played 4E rather extensively from Keep on the Shadowfell up to the end of 2011. Since then I've been playing Basic D&D. The type of thinking when it comes to a combat is totally different. There is no "encounter area" that you have to stay inside. The encounter is not a unit of game time that must contain everything related to the resolution of the fight. Even late 3.x had a leaning towards set piece tactical encounters that are simply not related to the type of exploration based play that is in a old module like B2.</p></blockquote><p></p>
[QUOTE="nnms, post: 5924414, member: 83293"] #2 is dealt with by morale rules and using the terrain properly. If you have a group of monsters and the party engages them and starts to slowly win in a attrition slug fest, the monsters need to leave at least some of the time. The monsters probably have friends elsewhere in the dungeon and should probably run for safety. This radically transforms what the PCs need to do to deal with the new situation. Similarly, if it's the PCs that are slowly losing the attrition battle, something drastic needs to happen. Either bring some artillery to the fight or start to withdraw. Even if you are pursued, you may be able to reform in a corridor and have your freshest and strongest warriors fight only a few of the enemy at a time until the tables are turned. Which brings us to terrain. The Caves of Chaos are full of 10 foot wide passages, junctions and rooms of various sizes. Sometimes the thing to do is to poke the hornet's nest and then withdraw, using the terrain to turn a bad situation into a great one. I played 4E rather extensively from Keep on the Shadowfell up to the end of 2011. Since then I've been playing Basic D&D. The type of thinking when it comes to a combat is totally different. There is no "encounter area" that you have to stay inside. The encounter is not a unit of game time that must contain everything related to the resolution of the fight. Even late 3.x had a leaning towards set piece tactical encounters that are simply not related to the type of exploration based play that is in a old module like B2. [/QUOTE]
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