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<blockquote data-quote="Guest 6801328" data-source="post: 7796493"><p>The new, more congenial Elfcrusher is just going to ignore the condescension dripping from this intro, and instead respond to the rest of it. But I think you're confusing my interest in discussing this topic with some kind of cry for help. I'd also add that I have no idea what kind of DM you are; the degree to which I take you seriously will depend on the value of what you have to offer.</p><p></p><p></p><p></p><p>I <em>almost</em> agree with you on this one. There's nothing preventing the players from hiding AND getting their weapons ready (that's what "surprise" is, right?)</p><p></p><p>So I think a better way of presenting this is by giving the party two options:</p><p>1) They can prepare for a regular ambush and potentially get the drop on the monster.</p><p>2) They can really try to hide and avoid combat completely, but now if they fail they should be "worse off" than if they had tried #1.</p><p></p><p>EDIT: There's an aspect of "good, fast, and cheap: pick two" to this. The party may want to both try to avoid combat and get a surprise round if they don't, but they have to choose. So maybe one way to resolve it is...and this is what [USER=6779196]@Charlaquin[/USER] was saying...is to let them hide, let the monster approach, and then at the critical moment make them choose which way they are going: do they try to spring their ambush, or wait to see if the monster notices them?</p><p></p><p></p><p></p><p>Totally agree about trap design, and I avoid putting un-telegraphed traps into my own adventures. Sometimes it takes new players a while to get used to that, and they still want to "check for traps" on every door and container for a while.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7796493"] The new, more congenial Elfcrusher is just going to ignore the condescension dripping from this intro, and instead respond to the rest of it. But I think you're confusing my interest in discussing this topic with some kind of cry for help. I'd also add that I have no idea what kind of DM you are; the degree to which I take you seriously will depend on the value of what you have to offer. I [I]almost[/I] agree with you on this one. There's nothing preventing the players from hiding AND getting their weapons ready (that's what "surprise" is, right?) So I think a better way of presenting this is by giving the party two options: 1) They can prepare for a regular ambush and potentially get the drop on the monster. 2) They can really try to hide and avoid combat completely, but now if they fail they should be "worse off" than if they had tried #1. EDIT: There's an aspect of "good, fast, and cheap: pick two" to this. The party may want to both try to avoid combat and get a surprise round if they don't, but they have to choose. So maybe one way to resolve it is...and this is what [USER=6779196]@Charlaquin[/USER] was saying...is to let them hide, let the monster approach, and then at the critical moment make them choose which way they are going: do they try to spring their ambush, or wait to see if the monster notices them? Totally agree about trap design, and I avoid putting un-telegraphed traps into my own adventures. Sometimes it takes new players a while to get used to that, and they still want to "check for traps" on every door and container for a while. [/QUOTE]
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