Forked from: 11 Reasons Why I Prefer D&D 4E
I forked this because I think it is an interesting discussion, but really not edition dependent.
There's a world of difference between going in completely blind and going in knowing the exact number, nature and layout of the enemy. Context has a lot to do with it, of course: if the PCs are seeking a relic buried in the catacombs beneath a temple, they know they are likely to be encountering undead -- many of which have save-or-die and level-drain attacks. They'll prepare accordingly. In addition, scoutin, listening at doors, paying attention to clues in the environment all allow a party to prepare for likely types and numbers of enemies even if they don't know for sure what's behind the door or around the bend. Plus, coming in well equipped -- in mundane gear, in magical gear and in spells, not to mention straight up character capabilities -- allows a party to deal better with various kinds of threats, both presumed and unknown.
This isn't to say that the occasional "where the hell did THAT come from!" encounter can't or shouldn't happen -- the otyugh that the goblins use as a trash disposal, the specter of an theif that died trying to sneak into the tower, etc... Those kinds of encounters spice up an otherwise "themed" adventure locale and force the party to think on their feet -- but, IMO, they are best used sparingly and generally shouldn't be "required" encounters (thus allowing the PCs to respond with a vehement "frak this!" and an iron spike under the door).
I forked this because I think it is an interesting discussion, but really not edition dependent.
Hussar said:Unless your party is using Clairvoyance at EVERY door, they are going to enter combats without knowing the enemies sometimes. I've seen this argument on these boards more than a few times and I never really understand it.
Unless your players know the makeup of every encounter every time, they are going to fight "blind" sometimes. It's not about stumbling, it's about not having perfect information. I've yet to see a group have perfect information in any adventure and, quite frankly, I hope I never do. Sounds intensely boring.
"Oh there's fifteen orcs in the room to the left and seven in the room to the right. Down the hall there's this and that. What do you want to do first?"
I highly, highly doubt that this happens in any game.
So, eventually, your party is going to go into encounters blind. I'd hazard a guess that they go into encounters blind more often than not actually.
As far as running away goes, well, considering how slow most PC's are, any small PC is moving 20, anyone in heavy armor is moving 20, and the vast majority of monsters move 40+. Running really isn't an option.
There's a world of difference between going in completely blind and going in knowing the exact number, nature and layout of the enemy. Context has a lot to do with it, of course: if the PCs are seeking a relic buried in the catacombs beneath a temple, they know they are likely to be encountering undead -- many of which have save-or-die and level-drain attacks. They'll prepare accordingly. In addition, scoutin, listening at doors, paying attention to clues in the environment all allow a party to prepare for likely types and numbers of enemies even if they don't know for sure what's behind the door or around the bend. Plus, coming in well equipped -- in mundane gear, in magical gear and in spells, not to mention straight up character capabilities -- allows a party to deal better with various kinds of threats, both presumed and unknown.
This isn't to say that the occasional "where the hell did THAT come from!" encounter can't or shouldn't happen -- the otyugh that the goblins use as a trash disposal, the specter of an theif that died trying to sneak into the tower, etc... Those kinds of encounters spice up an otherwise "themed" adventure locale and force the party to think on their feet -- but, IMO, they are best used sparingly and generally shouldn't be "required" encounters (thus allowing the PCs to respond with a vehement "frak this!" and an iron spike under the door).
Last edited: