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Discuss: Combat as War in D&D
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<blockquote data-quote="TwoSix" data-source="post: 8263507" data-attributes="member: 205"><p>I dunno, CaW happens all the time in our games. Home bases get blown up, with strike teams with counterspellers waiting outside. The party gets baited out of camp, and then their supplies get stolen. Teleportation gets shut down with special rituals. Hired diviners track the party down with locate creature. </p><p> Assassins follow them, and hit them when they're engaged with other enemies. It's pretty standard.</p><p></p><p>I think a few general elements stop it from getting out of hand, though.</p><p></p><p>1) Site-based delves (i.e. dungeons and the like) don't generally bite back. They might organize (depending on the site) once they know the party is there, but they don't follow them back to town. The party can plan a bank heist, the bank doesn't plan a party heist.</p><p></p><p>2) Generally, all-out war is declared by groups that are roughly analogous to the party, or slightly weaker. Their planning and ambushes make for tough fights, but not impossible ones. </p><p></p><p>3) The party doesn't generally get asymmetrically powerful groups mad at them to the point where they'll put all their resources to bear to stop them. Intelligent, long-lived enemies don't generally find it worthwhile to gamble on stamping out wild cards. Like, one of my parties recently pissed off a lich, who told them that while he thought he had a 96% chance of killing them all, there were a few too many wild cards for him to risk it, so he let them go. So now he's just going to subtlety weaken them by undermining their base of allies. Combat as realpolitik, as it were. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="TwoSix, post: 8263507, member: 205"] I dunno, CaW happens all the time in our games. Home bases get blown up, with strike teams with counterspellers waiting outside. The party gets baited out of camp, and then their supplies get stolen. Teleportation gets shut down with special rituals. Hired diviners track the party down with locate creature. Assassins follow them, and hit them when they're engaged with other enemies. It's pretty standard. I think a few general elements stop it from getting out of hand, though. 1) Site-based delves (i.e. dungeons and the like) don't generally bite back. They might organize (depending on the site) once they know the party is there, but they don't follow them back to town. The party can plan a bank heist, the bank doesn't plan a party heist. 2) Generally, all-out war is declared by groups that are roughly analogous to the party, or slightly weaker. Their planning and ambushes make for tough fights, but not impossible ones. 3) The party doesn't generally get asymmetrically powerful groups mad at them to the point where they'll put all their resources to bear to stop them. Intelligent, long-lived enemies don't generally find it worthwhile to gamble on stamping out wild cards. Like, one of my parties recently pissed off a lich, who told them that while he thought he had a 96% chance of killing them all, there were a few too many wild cards for him to risk it, so he let them go. So now he's just going to subtlety weaken them by undermining their base of allies. Combat as realpolitik, as it were. :) [/QUOTE]
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