Anson Caralya
First Post
Fair enough. From the title of your thread, I was expecting "Tucker's Kobolds" for v.3.5. Hmmm, maybe I'll start such a thread...
Remember that the PCs are returning to the area and specifically want to open a can of whoop-orc on their prior foes. Traveling conventionally is entirely appropriate in this case.Slobber Monster said:I guess it would help if we knew something about your party's typical method of operation. The problem I have with this is that groups of that level tend to put a bit of effort into not being detected or suprised by their actual enemies, so it's not likely that these precautions could be overcome by a group of orcs. High level parties also don't tend to travel much by conventional means, and tend to go rather directly from location to location with some sense of purpose. So they're not likely to be found randomly running into low level encounters while strolling along outside of town on a woodland path.
So all of that makes it pretty hard to come up with a scenario whereby the orcs actually get to initiate the attack on the PC's. How would the orcs even know the group's location? How could they approach within attack distance without being detected by the party's scout (who will probably have at least a +15 to listen while asleep)? The answer should be simple - they can't. If orcs could suprise the party so easily - why hasn't some more powerful enemy already taken advantage of this to put a serious hurt on them already?
If a dozen by-the-book orcs ever get close enough to your 17th-level PCs to bull rush them, shoot your players. Repeatedly. With a shotgun of wounding.Elder-Basilisk said:Put the orcs and the PCs in a dangerous environment and have the orcs use manuevers like bull rush and trip to use that environment against the PCs. Opposed attribute checks scale but they scale a lot more slowly. A 17th level PC fighter might have +14 to the strength checks, at which point it's still possible for him to lose to a first level orc with +4 (or +8 with a feat). A character not optimized for strength or dexterity will be a more even fight.
Now, the 17th level characters will survive being pushed off 200 foot cliffs or into a flow of lava (even if they end up immersed), but the threat of those kind of environmental effects will make the orcs seem menacing.
kigmatzomat said:It's one thing to use Control Winds once the orcs attack but to simply make the weather nice all the time? Seems like an abuse of a power. Like using create water instead of going over to the well.
As for the hands-on approach, does your game have good gods send clerics/minions out to whomp on those doing evil? Do evil gods send clerics/minions out to do evil? Chaos gods to wreak havoc? Law gods to form order?
If you go around screwing with the weather, specifically making everything nice and purty, you are stomping on the weather/storm god's purvue as much or moreso than killing babies irritates a god of good & life. He's not good or evil per se, he likes storms. And these little nuisances keep stopping them. Gods of the storm should be fairly capricious and prone to overreaction so sending a messenger with Mark o Justice is actually fairly restrained. Proper Deus Ex Machina for a god of storms should be the thunderbolt from the blue when they get on his nerves.
I am looking for bells and whistles, but not changes to the entire encounter structure.
Do many DMs do that? Hand wave over the easy fights and have you only fight the hard ones. I've never had a DM do that. Seems very unsatisfying.
I have had a DM hand wave over the end of a fight after we got very far ahead, and we were all disappointed we didn't get to personally kill the bad guy, but only read about it in the campaign journal