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Curse of Strahd (and limitations on 1st level play)
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<blockquote data-quote="DEFCON 1" data-source="post: 9017841" data-attributes="member: 7006"><p>They are not out of "thin air". They are other enemies that are within the radius of the encounter that can come join it when they hear fighting begin.</p><p></p><p>Taking your winery fight for example... what happened to the 30 Needle Blights that were outside the building in the fields? Did the party destroy all of those first before entering the winery? If they did... why did none of the druids and blights that were inside the winery at the three encounter locations (W9, W14, & W20) come outside when the fight against the Needle Blights happened (if they happened?) At least one of those encounters would have heard the fighting and come running.</p><p></p><p>By the same token... you had the large fight in Area W9 against the 1 Druid and 24 Twig Blights. Why did the 1 Druid and 2 Vine Blights that were just upstairs in the bedroom at W20 not come down and join the fight? That bedroom is right there, and opens onto the catwalk directly about everyone fighting down below. In fact, it makes little sense that they DIDN'T come down to help and instead just sat on their hands in the bedroom while their allies got slaughtered below. And heck... a case could easily be made that the 1 Druid and 5 Needle Blights in the basement at W14 could have heard the combat up the circular stairs as well and come up to join them.</p><p></p><p>So you had enemies all over the place that could come make this encounter larger and more difficult and last more than a round had you actually chose to. But you have to be willing to forsake this idea that having a dynamic world such as this is somehow "heavy-handed". That's just you blocking yourself for no good reason.</p><p></p><p>And to be honest... at this point you probably should stop guesstimating which encounters are just "too hard" and "probable TPKs" and re-routing your players away from them. At some point you just need to bite the bullet and <em>let them</em> go up against these supposedly unbeatable enemies, because chances are good these enemies AREN'T unbeatable, you and your players are just not taking risks. At the end of the day, if the only two combats in your campaign are "simple cake walks" and "unbeatable TPKs" and you are unable to design anything in between... you might need to do a little more work figuring out just what encounter building really consists of.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9017841, member: 7006"] They are not out of "thin air". They are other enemies that are within the radius of the encounter that can come join it when they hear fighting begin. Taking your winery fight for example... what happened to the 30 Needle Blights that were outside the building in the fields? Did the party destroy all of those first before entering the winery? If they did... why did none of the druids and blights that were inside the winery at the three encounter locations (W9, W14, & W20) come outside when the fight against the Needle Blights happened (if they happened?) At least one of those encounters would have heard the fighting and come running. By the same token... you had the large fight in Area W9 against the 1 Druid and 24 Twig Blights. Why did the 1 Druid and 2 Vine Blights that were just upstairs in the bedroom at W20 not come down and join the fight? That bedroom is right there, and opens onto the catwalk directly about everyone fighting down below. In fact, it makes little sense that they DIDN'T come down to help and instead just sat on their hands in the bedroom while their allies got slaughtered below. And heck... a case could easily be made that the 1 Druid and 5 Needle Blights in the basement at W14 could have heard the combat up the circular stairs as well and come up to join them. So you had enemies all over the place that could come make this encounter larger and more difficult and last more than a round had you actually chose to. But you have to be willing to forsake this idea that having a dynamic world such as this is somehow "heavy-handed". That's just you blocking yourself for no good reason. And to be honest... at this point you probably should stop guesstimating which encounters are just "too hard" and "probable TPKs" and re-routing your players away from them. At some point you just need to bite the bullet and [I]let them[/I] go up against these supposedly unbeatable enemies, because chances are good these enemies AREN'T unbeatable, you and your players are just not taking risks. At the end of the day, if the only two combats in your campaign are "simple cake walks" and "unbeatable TPKs" and you are unable to design anything in between... you might need to do a little more work figuring out just what encounter building really consists of. [/QUOTE]
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