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General Tabletop Discussion
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Encounters Confusion
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<blockquote data-quote="Coredump" data-source="post: 6715531" data-attributes="member: 6939"><p>Ah.... that was (IMO) a big and important mistake. These 'work details' are the best way for PCs to gather intel and scrounge gear. For example, one of my players was doing scut work in the kitchen and managed to steal a fork. Back in the cave they manages to modify as improvised lock picks. Another player was doing cleaning and looking for 'anything metal'. He found the tip of a crossbow bolt. Two PCs planned a more involved scene where they tried to distract a guard and steal his key. Didn't work, but its that kind of opportunites that the work details allow.</p><p>That is when you can try and interact with the Drow, get information, find useful items, try and befriend a quaggoth...whatever. Its hard to plan a jailbreak while doing nothing but sitting in your cell.</p><p></p><p></p><p></p><p>That is about right.... but I think he played the other prisoners as a bit more belligerent and unhelpful than I did. They may not share personal knowledge, but they would give up info about the Drow and outpost.</p><p></p><p> Those work details would let you test if magic works outside of the cage...</p><p></p><p>I was not there, and don't know the DM, so this is just conjecture...</p><p></p><p>It is the DM's job to place obstacles, and the Players/PCs job to find a solution. It sounds like your DM had already decided on what 'the' solution would be and was just working towards that. He should have been open to PCs figuring something else out. </p><p></p><p>But I would say to stick with it. This situation gives you a chance to explore new mechanics and such. The Help Action and Grapples become much more useful, for example.</p></blockquote><p></p>
[QUOTE="Coredump, post: 6715531, member: 6939"] Ah.... that was (IMO) a big and important mistake. These 'work details' are the best way for PCs to gather intel and scrounge gear. For example, one of my players was doing scut work in the kitchen and managed to steal a fork. Back in the cave they manages to modify as improvised lock picks. Another player was doing cleaning and looking for 'anything metal'. He found the tip of a crossbow bolt. Two PCs planned a more involved scene where they tried to distract a guard and steal his key. Didn't work, but its that kind of opportunites that the work details allow. That is when you can try and interact with the Drow, get information, find useful items, try and befriend a quaggoth...whatever. Its hard to plan a jailbreak while doing nothing but sitting in your cell. That is about right.... but I think he played the other prisoners as a bit more belligerent and unhelpful than I did. They may not share personal knowledge, but they would give up info about the Drow and outpost. Those work details would let you test if magic works outside of the cage... I was not there, and don't know the DM, so this is just conjecture... It is the DM's job to place obstacles, and the Players/PCs job to find a solution. It sounds like your DM had already decided on what 'the' solution would be and was just working towards that. He should have been open to PCs figuring something else out. But I would say to stick with it. This situation gives you a chance to explore new mechanics and such. The Help Action and Grapples become much more useful, for example. [/QUOTE]
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