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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="LostSoul" data-source="post: 6195971" data-attributes="member: 386"><p>A little from column A, a little from column B? I'll describe what I've done recently and let you decide.</p><p></p><p>I randomly rolled up a bunch of major magic items. Then I rolled a die to set the EL for the dungeon where they'd be found. I then picked the monsters I wanted to use to build a theme around the dungeon. Then I told the players that these were the major magic items that they'd heard rumours about, where these items were, and what they could expect to face. I let them make a Knowledge check for more information that the PCs might already have at hand, and told them what they already knew. Then I let them choose which dungeon they wanted to go into.</p><p></p><p>So they chose to go after a Tome of Understanding +5. They made a good Knowledge check, so I told them that it was one part of a pair of cursed items - two tomes, one good, one evil, each look and Identify in the exact same way. These were picked up by a high priest of Boccob, whose temple had disappeared shortly after (this was long ago, at least a hundred years). Every so often the temple shows back up for a few days to a week, then disappears again. (That was just to add some time pressure.)</p><p></p><p>Anyway, they go in, see some large-sized footprints in the dust and a trail of slime, follow the trail to a lecture hall packed with students and a professor giving a lecture, so they cast True Seeing and see the Aboleth and some well-outfitted ogres. They talked a bit about avoid this encounter, taking another path through the dungeon, or fighting them. They chose to fight.</p><p></p><p>Most encounters are like that, and, since I use reaction rolls, the monsters are very rarely hostile. After that dungeon I gave them even more choices - fight Iuz's humanoids, free a shrine to Elhonna from wraiths, deal with a thieves' guild, deal with a wizard's guild, fight Iuz's demons, fight some giants, fight some goblins... and whatever else they wanted to do. I'm sure if they said, "I really want to fight a water weird" they could have found one somewhere out there.</p><p></p><p>Another example: The PCs drew from a Deck of Many Things and one of them pulled the Void. I decided where her soul went. Another PC used a Commune algorithm to narrow down her location, but failed a Knowledge check about the place. Going in dark. Her soul was in a dungeon, so the PC who went to retrieve it explored it in ghost-form, and figured out which encounters she wanted to face and which she wanted to avoid on her route to her goal.</p><p></p><p>I don't know how you'd classify that, but that's typical play for us.</p><p></p><p></p><p></p><p>My philosophy is that my biggest duty as DM is to set up the game world in such a way that the players can make meaningful choices within, so it's usually not viable to mislead the players. I mean, I still want to have NPCs who lie and mislead the players, but it's a tricky thing to do that and still give the players meaningful choices. At the very least I'll give them the impression that something's out of place.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6195971, member: 386"] A little from column A, a little from column B? I'll describe what I've done recently and let you decide. I randomly rolled up a bunch of major magic items. Then I rolled a die to set the EL for the dungeon where they'd be found. I then picked the monsters I wanted to use to build a theme around the dungeon. Then I told the players that these were the major magic items that they'd heard rumours about, where these items were, and what they could expect to face. I let them make a Knowledge check for more information that the PCs might already have at hand, and told them what they already knew. Then I let them choose which dungeon they wanted to go into. So they chose to go after a Tome of Understanding +5. They made a good Knowledge check, so I told them that it was one part of a pair of cursed items - two tomes, one good, one evil, each look and Identify in the exact same way. These were picked up by a high priest of Boccob, whose temple had disappeared shortly after (this was long ago, at least a hundred years). Every so often the temple shows back up for a few days to a week, then disappears again. (That was just to add some time pressure.) Anyway, they go in, see some large-sized footprints in the dust and a trail of slime, follow the trail to a lecture hall packed with students and a professor giving a lecture, so they cast True Seeing and see the Aboleth and some well-outfitted ogres. They talked a bit about avoid this encounter, taking another path through the dungeon, or fighting them. They chose to fight. Most encounters are like that, and, since I use reaction rolls, the monsters are very rarely hostile. After that dungeon I gave them even more choices - fight Iuz's humanoids, free a shrine to Elhonna from wraiths, deal with a thieves' guild, deal with a wizard's guild, fight Iuz's demons, fight some giants, fight some goblins... and whatever else they wanted to do. I'm sure if they said, "I really want to fight a water weird" they could have found one somewhere out there. Another example: The PCs drew from a Deck of Many Things and one of them pulled the Void. I decided where her soul went. Another PC used a Commune algorithm to narrow down her location, but failed a Knowledge check about the place. Going in dark. Her soul was in a dungeon, so the PC who went to retrieve it explored it in ghost-form, and figured out which encounters she wanted to face and which she wanted to avoid on her route to her goal. I don't know how you'd classify that, but that's typical play for us. My philosophy is that my biggest duty as DM is to set up the game world in such a way that the players can make meaningful choices within, so it's usually not viable to mislead the players. I mean, I still want to have NPCs who lie and mislead the players, but it's a tricky thing to do that and still give the players meaningful choices. At the very least I'll give them the impression that something's out of place. [/QUOTE]
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