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Discuss: Combat as War in D&D
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<blockquote data-quote="Ixal" data-source="post: 8264309" data-attributes="member: 7030132"><p>Smart in a tactical sense, not strategic.</p><p>When you follow encounter guidelines or pre written adventures the players very often do not have to think strategically as it is guaranteed by the guidelines/adventure that all combats they face are manageable or at best slightly challenging, very often because enemies do not try to win outside the specific encounter. I.e. the guards fight the PC to the death in an encounter clearly favouring the PCs which then proceed inside the dungeon and face the next isolated group of enemies which again fight to the death in a combat stacked in the PC's favor.</p><p>Even when a alarm is raised at best some enemies are moved around to have a few more minions together with the boss of that dunegon and the isolated groups might be a bit larger, but still nothing the PCs can't handle.</p><p></p><p>In CaW the guards would immediately pull back, raising an alarm, the individual groups of enemies would unite and swarm the PCs with a 4:1 or 5:1 numerical advantage to ensure that the PCs have no chance.</p><p>Or they would all barricade themselves around strong points and wait for the PCs. It all depends on what type of enemies the PCs face. But either way, the enemy will try to stack the chances in their favor, preferable so far that the PCs have no chance of winning, no matter what the adventure or encounter guidelines says.</p></blockquote><p></p>
[QUOTE="Ixal, post: 8264309, member: 7030132"] Smart in a tactical sense, not strategic. When you follow encounter guidelines or pre written adventures the players very often do not have to think strategically as it is guaranteed by the guidelines/adventure that all combats they face are manageable or at best slightly challenging, very often because enemies do not try to win outside the specific encounter. I.e. the guards fight the PC to the death in an encounter clearly favouring the PCs which then proceed inside the dungeon and face the next isolated group of enemies which again fight to the death in a combat stacked in the PC's favor. Even when a alarm is raised at best some enemies are moved around to have a few more minions together with the boss of that dunegon and the isolated groups might be a bit larger, but still nothing the PCs can't handle. In CaW the guards would immediately pull back, raising an alarm, the individual groups of enemies would unite and swarm the PCs with a 4:1 or 5:1 numerical advantage to ensure that the PCs have no chance. Or they would all barricade themselves around strong points and wait for the PCs. It all depends on what type of enemies the PCs face. But either way, the enemy will try to stack the chances in their favor, preferable so far that the PCs have no chance of winning, no matter what the adventure or encounter guidelines says. [/QUOTE]
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