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Cation, Information, Paranoia and Preparation(Forked Thread:)
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<blockquote data-quote="Hussar" data-source="post: 4451065" data-attributes="member: 22779"><p>I do think this is an interesting topic too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But, there are several problems with your point. First, not ever adventure is themed. Sure, those catacombs might have undead, or they might have golems and constructs. Or they might have aberations. Or demons. Or a mixture of all of the above. What defenses and ideas work on one creature type don't always work on another.</p><p></p><p>Plus, you are ignoring larger dungeon type adventures, like, say, Return to Temple of Elemental Evil. There are pretty much every single type of monster in the large dungeon. The odds that you will have anything but the sketchiest idea of what is in the next room are fairly low.</p><p></p><p>Sure, listen helps. But, undead and constructs don't generally make any noise. Spiking the door doesn't help against anything incorporeal either. </p><p></p><p>And, even if you know the type of monster, there are so many differences within type that you aren't all that much better off. Sure, if you're going into a crypt, having lots of protection from evil, and Death Ward spells is a good idea. Until that ghoul paralyzes you, or something hits you with a fear effect, or any number of other things that undead as a type can do.</p><p></p><p>Yes, there are times when you might have a general idea of what you are facing. Maybe even a fairly specific idea, in the case of a lair, but, by and large, most adventures don't allow you to gain that much information about what you are facing and, even if they do, generally don't allow you the time to go back to town and stock up on the anti-whatever goodies that you need.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4451065, member: 22779"] I do think this is an interesting topic too. :) But, there are several problems with your point. First, not ever adventure is themed. Sure, those catacombs might have undead, or they might have golems and constructs. Or they might have aberations. Or demons. Or a mixture of all of the above. What defenses and ideas work on one creature type don't always work on another. Plus, you are ignoring larger dungeon type adventures, like, say, Return to Temple of Elemental Evil. There are pretty much every single type of monster in the large dungeon. The odds that you will have anything but the sketchiest idea of what is in the next room are fairly low. Sure, listen helps. But, undead and constructs don't generally make any noise. Spiking the door doesn't help against anything incorporeal either. And, even if you know the type of monster, there are so many differences within type that you aren't all that much better off. Sure, if you're going into a crypt, having lots of protection from evil, and Death Ward spells is a good idea. Until that ghoul paralyzes you, or something hits you with a fear effect, or any number of other things that undead as a type can do. Yes, there are times when you might have a general idea of what you are facing. Maybe even a fairly specific idea, in the case of a lair, but, by and large, most adventures don't allow you to gain that much information about what you are facing and, even if they do, generally don't allow you the time to go back to town and stock up on the anti-whatever goodies that you need. [/QUOTE]
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