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General Tabletop Discussion
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Defenders require bad AI from monsters
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<blockquote data-quote="Elric" data-source="post: 4648829" data-attributes="member: 1139"><p>This requires the PCs to be moving exceptionally quickly and pretty much necessitates the game to be using an instantaneous short rest (or a short rest that doesn't take longer than the round or two you spend moving to the second area), and have the PCs spend no almost time searching, disarming traps, or bypassing other obstacles. I'd also expect that guards would almost never fail to sound the alarm because unless the PCs get a total jump on very weak guards, there should be one near the back who makes it to the next encounter zone, even if there's no built in alarm/the dungeon isn't small enough for shouting to work.</p><p></p><p></p><p></p><p>Not nearly as hard? Not as hard, likely. But a level +1 encounter combined with a level +3 encounter is essentially a level+6 encounter. If it was a hard as those two encounters put together, a typical (and not especially difficult) end to a dungeon would usually result in TPKs. I believe the infamous (though I'm trying to avoid too many spoilers, since I may play through the module later) Irontooth encounter that often results in TPKs is the result of two encounters being combined into one, with disastrous results for the party.</p></blockquote><p></p>
[QUOTE="Elric, post: 4648829, member: 1139"] This requires the PCs to be moving exceptionally quickly and pretty much necessitates the game to be using an instantaneous short rest (or a short rest that doesn't take longer than the round or two you spend moving to the second area), and have the PCs spend no almost time searching, disarming traps, or bypassing other obstacles. I'd also expect that guards would almost never fail to sound the alarm because unless the PCs get a total jump on very weak guards, there should be one near the back who makes it to the next encounter zone, even if there's no built in alarm/the dungeon isn't small enough for shouting to work. Not nearly as hard? Not as hard, likely. But a level +1 encounter combined with a level +3 encounter is essentially a level+6 encounter. If it was a hard as those two encounters put together, a typical (and not especially difficult) end to a dungeon would usually result in TPKs. I believe the infamous (though I'm trying to avoid too many spoilers, since I may play through the module later) Irontooth encounter that often results in TPKs is the result of two encounters being combined into one, with disastrous results for the party. [/QUOTE]
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Defenders require bad AI from monsters
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