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Can the Fighter be Real and Equal to spellcasters?
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<blockquote data-quote="Brother MacLaren" data-source="post: 3988570" data-attributes="member: 15999"><p>Not to derail this too much, but a great number of adventures do NOT permit PCs to rest up.</p><p>1) The opponent is intelligent or can track and will pursue them back to their base, possibly laying waste to the town. Many unintelligent monsters DO have Track, and many of these would be kept as pets, mounts (worgs) or brute muscle (minotaurs, trolls) by intelligent enemies. That's definitely something to keep in mind next time I run a version of KotB.</p><p>2) If it's a trap-filled tomb, they cannot leave the way they came in and must press on to the exit (e.g. Moria).</p><p>3) The adventure is not simply a dungeon crawl, but stopping some bad guy with some sort of time constraints. The lich is casting Apocalypse from the Sky -- you have 24 hours to stop him or the kingdom dies.</p><p>4) The enemies will add reinforcements as time goes on. The longer the PCs take to clear the dungeon, the tougher it will be.</p><p>5) Wandering monsters will disturb the PCs' rest. If the PCs barricade themselves in a room, the enemies will bar the doors from the other side and force the PCs to starve to death.</p><p></p><p>And there are many other possibilities.</p><p>In my mind ALL of these are better and more fun to play than "We can raid this dungeon at our leisure and rest as often as we like." I want to play in games where "Nova and then rest" is simply not possible -- especially if I'm playing a caster.</p><p></p><p>Teleport does thwart (1), (2), and (5), and 3E made teleport too safe and easy. I would bring back that failure chance (materialize in the ground = dead PC). Rope Trick is an entirely silly "Save Game" spell that should be removed, although I think it's possible for an intelligent foe to realize it's there, place some nasty traps (perhaps green slime) and Dispel it.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3988570, member: 15999"] Not to derail this too much, but a great number of adventures do NOT permit PCs to rest up. 1) The opponent is intelligent or can track and will pursue them back to their base, possibly laying waste to the town. Many unintelligent monsters DO have Track, and many of these would be kept as pets, mounts (worgs) or brute muscle (minotaurs, trolls) by intelligent enemies. That's definitely something to keep in mind next time I run a version of KotB. 2) If it's a trap-filled tomb, they cannot leave the way they came in and must press on to the exit (e.g. Moria). 3) The adventure is not simply a dungeon crawl, but stopping some bad guy with some sort of time constraints. The lich is casting Apocalypse from the Sky -- you have 24 hours to stop him or the kingdom dies. 4) The enemies will add reinforcements as time goes on. The longer the PCs take to clear the dungeon, the tougher it will be. 5) Wandering monsters will disturb the PCs' rest. If the PCs barricade themselves in a room, the enemies will bar the doors from the other side and force the PCs to starve to death. And there are many other possibilities. In my mind ALL of these are better and more fun to play than "We can raid this dungeon at our leisure and rest as often as we like." I want to play in games where "Nova and then rest" is simply not possible -- especially if I'm playing a caster. Teleport does thwart (1), (2), and (5), and 3E made teleport too safe and easy. I would bring back that failure chance (materialize in the ground = dead PC). Rope Trick is an entirely silly "Save Game" spell that should be removed, although I think it's possible for an intelligent foe to realize it's there, place some nasty traps (perhaps green slime) and Dispel it. [/QUOTE]
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Can the Fighter be Real and Equal to spellcasters?
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