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*Pathfinder & Starfinder
Defenders require bad AI from monsters
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<blockquote data-quote="Elric" data-source="post: 4648648" data-attributes="member: 1139"><p>Like not standing in different rooms in groups of 5 so that the PCs can beat encounters 2-4 with 5 minutes rest breaks in between. Instead, after the first group of guards at least sounds the alarm, they could get into one group, and crush the adventurers 15-5 when they ventured into the next big room of Kobold Hall. </p><p></p><p></p><p></p><p>Indeed, it can be fairly hard to come up with rationalist explanations for war, as I said in my first post on the subject. That doesn't imply that there aren't any non-rationalist explanations for war, and some of these wars can also be explained with rationalist explanations.</p><p></p><p></p><p></p><p>So the monsters sound the alarm or send at least one of their number to get reinforcements. However, the PCs are able to take a short rest (5 minutes!) after the first fight in Kobold Hall, move on the the second fight, take a short rest (5 more minutes!), move on to the third fight, take a short rest (5 minutes!), move to the fourth fight, take a short rest (5 minutes!), and then confront the final fight. That's a lot of time in which encounters 2-4 could have decided to stop waiting in separate rooms to get beaten one by one.</p><p></p><p></p><p></p><p>Even if the adventurers are the only "heroes", low levels PCs clearly are not much more powerful than humanoids of their race who regularly engage in combat. Compare a (Players-Handbook) level 1 Dragonborn Fighter to the Dragonborn Soldier (level 5) in the MM, for example. Monsters shouldn't be so overconfident that they don't bother to get together in a large group to defeat the invaders after an initial alarm is sounded/someone goes to get reinforcments.</p><p></p><p>Imagine trying to play Kobold Hall with the DM as the adventurers and the PCs playing all of the kobolds. Do you think you'd end up with 5 distinct encounters, (5 minutes apart each!), or would the PCs mass their forces after an alarm/going to get reinforcements?</p></blockquote><p></p>
[QUOTE="Elric, post: 4648648, member: 1139"] Like not standing in different rooms in groups of 5 so that the PCs can beat encounters 2-4 with 5 minutes rest breaks in between. Instead, after the first group of guards at least sounds the alarm, they could get into one group, and crush the adventurers 15-5 when they ventured into the next big room of Kobold Hall. Indeed, it can be fairly hard to come up with rationalist explanations for war, as I said in my first post on the subject. That doesn't imply that there aren't any non-rationalist explanations for war, and some of these wars can also be explained with rationalist explanations. So the monsters sound the alarm or send at least one of their number to get reinforcements. However, the PCs are able to take a short rest (5 minutes!) after the first fight in Kobold Hall, move on the the second fight, take a short rest (5 more minutes!), move on to the third fight, take a short rest (5 minutes!), move to the fourth fight, take a short rest (5 minutes!), and then confront the final fight. That's a lot of time in which encounters 2-4 could have decided to stop waiting in separate rooms to get beaten one by one. Even if the adventurers are the only "heroes", low levels PCs clearly are not much more powerful than humanoids of their race who regularly engage in combat. Compare a (Players-Handbook) level 1 Dragonborn Fighter to the Dragonborn Soldier (level 5) in the MM, for example. Monsters shouldn't be so overconfident that they don't bother to get together in a large group to defeat the invaders after an initial alarm is sounded/someone goes to get reinforcments. Imagine trying to play Kobold Hall with the DM as the adventurers and the PCs playing all of the kobolds. Do you think you'd end up with 5 distinct encounters, (5 minutes apart each!), or would the PCs mass their forces after an alarm/going to get reinforcements? [/QUOTE]
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Defenders require bad AI from monsters
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