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Dealing with stupidly high rolls.
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<blockquote data-quote="TheSword" data-source="post: 7384471" data-attributes="member: 6879661"><p>Woah, you can disagree with my opinion. But saying it is nonesense is going a bit far. The principle of not splitting the party is a fairly well established one. It create whole chunks of play time where a slice of the party (normally 75%) is left twiddling their thumbs while the DM and rogue go exploring the dungeon. You're group may be cool with that, but other groups might not, ours would certainly get tired of it. Though it depends of course on the tactical situation, the size of the dungeon and how succinct the DM and scout player is. I said that you needed to be careful with it, not that it couldnt be done.</p><p></p><p>The aim of D&D isnt to achieve the objective using the least resources... its to have fun doing it. If your group gets satisfaction that way cool, but the journey is just as important as the destination to me.</p><p></p><p></p><p></p><p>It makes for a better story is the reason why... Tolkein doesn't need to come up with a reason. Its called a 'temporary suspension of disbelief', you accept that it wasn't an option and don't worry about it.</p><p></p><p>We've just completed the first part of Cubicle 7's Mirkwood campaign book, travelling through the forest was dangerous, nerve wracking, spooky and ultimately fatal for some of the travels. Of course we could have just gone round... but then that wouldnt have been very interesting. Arduous journey's are part of what makes Tolkein, Tolkein.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7384471, member: 6879661"] Woah, you can disagree with my opinion. But saying it is nonesense is going a bit far. The principle of not splitting the party is a fairly well established one. It create whole chunks of play time where a slice of the party (normally 75%) is left twiddling their thumbs while the DM and rogue go exploring the dungeon. You're group may be cool with that, but other groups might not, ours would certainly get tired of it. Though it depends of course on the tactical situation, the size of the dungeon and how succinct the DM and scout player is. I said that you needed to be careful with it, not that it couldnt be done. The aim of D&D isnt to achieve the objective using the least resources... its to have fun doing it. If your group gets satisfaction that way cool, but the journey is just as important as the destination to me. It makes for a better story is the reason why... Tolkein doesn't need to come up with a reason. Its called a 'temporary suspension of disbelief', you accept that it wasn't an option and don't worry about it. We've just completed the first part of Cubicle 7's Mirkwood campaign book, travelling through the forest was dangerous, nerve wracking, spooky and ultimately fatal for some of the travels. Of course we could have just gone round... but then that wouldnt have been very interesting. Arduous journey's are part of what makes Tolkein, Tolkein. [/QUOTE]
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