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*Dungeons & Dragons
Encounter Concept: Wall Running Assassin
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<blockquote data-quote="Salthorae" data-source="post: 7843306" data-attributes="member: 1095"><p>When I say "mid-tier" challenge, my mind went to a 9th level foe. If you accept the premise of this scenario that because the enemy's experience on the walls gives them either advantage or the players have disadvantage to attack, I think you overestimate their ability to stop him. But terrain, PC's level and spell access all change that. </p><p></p><p></p><p></p><p>I've played and DM'd across different editions of D&D and other RPG's over 26+ years with different groups and groups with rotating players and I've seen a lot of stuff across a lot of RPG's and I can say with some confidence that I give more credit to players as a group than you seem to and haven't had issues with powerful NPC's like you seem to suggest. <em>shrug</em></p><p></p><p></p><p></p><p>I'm thinking about an encounter as a DM. I recognize that players don't like to feel helpless in a situation but I still don't see the distinction between being helpless in the face of a powerful monster vs. helpless in the face of a powerful NPC. If your players are getting mad about the NPC, they should be getting mad about the dragon or giant or whatever thing they can't kill that is wrecking their day. </p><p></p><p>It doesn't feel at all like "being a player" to me, because I already get to play... literally every other creature and character in the world. Any significant NPC in my games I build so that they're not some generic off the shelf NPC statblock from the NPC section of the MM. Those are for mooks and maybe lieutenants if I'm busy. </p><p></p><p>Of course, I've had NPC's and scenarios that I thought would turn out one way and went completely sideways with a group. Of course, I've had "f this guy in particular" responses. But it doesn't affect me that much and I certainly don't care if the players don't think something is as cool as I thought it would be... I don't even understand what you're driving at here. Them not thinking an NPC is "awesome" literally has no bearing on if I'm going to do it or not.</p><p></p><p>Also, I don't play video games. </p><p></p><p></p><p></p><p>Thanks, I didn't think I was dumb.</p><p></p><p>I still don't understand how "dragon swoops in and eats the king and flies away" somehow magically goes better than "solo NPC swoops in and kills the king and runs/flies away" for you. They are the exact same scenario, just one runs through the hallways while the players chase/stumble after him and the other rips the hallways open while the players cower in dragon fear. </p><p></p><p></p><p></p><p>What do you consider "good faith" here? Just so I'm clear.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7843306, member: 1095"] When I say "mid-tier" challenge, my mind went to a 9th level foe. If you accept the premise of this scenario that because the enemy's experience on the walls gives them either advantage or the players have disadvantage to attack, I think you overestimate their ability to stop him. But terrain, PC's level and spell access all change that. I've played and DM'd across different editions of D&D and other RPG's over 26+ years with different groups and groups with rotating players and I've seen a lot of stuff across a lot of RPG's and I can say with some confidence that I give more credit to players as a group than you seem to and haven't had issues with powerful NPC's like you seem to suggest. [I]shrug[/I] I'm thinking about an encounter as a DM. I recognize that players don't like to feel helpless in a situation but I still don't see the distinction between being helpless in the face of a powerful monster vs. helpless in the face of a powerful NPC. If your players are getting mad about the NPC, they should be getting mad about the dragon or giant or whatever thing they can't kill that is wrecking their day. It doesn't feel at all like "being a player" to me, because I already get to play... literally every other creature and character in the world. Any significant NPC in my games I build so that they're not some generic off the shelf NPC statblock from the NPC section of the MM. Those are for mooks and maybe lieutenants if I'm busy. Of course, I've had NPC's and scenarios that I thought would turn out one way and went completely sideways with a group. Of course, I've had "f this guy in particular" responses. But it doesn't affect me that much and I certainly don't care if the players don't think something is as cool as I thought it would be... I don't even understand what you're driving at here. Them not thinking an NPC is "awesome" literally has no bearing on if I'm going to do it or not. Also, I don't play video games. Thanks, I didn't think I was dumb. I still don't understand how "dragon swoops in and eats the king and flies away" somehow magically goes better than "solo NPC swoops in and kills the king and runs/flies away" for you. They are the exact same scenario, just one runs through the hallways while the players chase/stumble after him and the other rips the hallways open while the players cower in dragon fear. What do you consider "good faith" here? Just so I'm clear. [/QUOTE]
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