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<blockquote data-quote="Markn" data-source="post: 2020530" data-attributes="member: 21827"><p><strong>Replies...</strong></p><p></p><p>Sigh.</p><p></p><p>Nail,</p><p></p><p>Yes, animals can run too. I think a majority of the time they will run and not come back. It's kind of a Law of the Animal Kingdom thing. If it's bigger, it looks tougher and it hurts me I'll run and leave it be. I won't come back. It won't always happen this way but if your doing animals correctly that should be the majority of the time IMHO.</p><p></p><p>IndyPendant,</p><p></p><p>No, I am not the only GM in the group. In fact we have done campaigns with rotating DM's where at least half the group have DM'd. I can't speak for others but I really think that everyone did miss it. We have an honest group for the most part and we trust each other. If there is a discussion on a rule we discuss it like adults, not children. I'd go so far as to wager that most groups likely make mistakes regarding rules and that everyone in a group will see it one way when it fact it may be going against the rules. They just may not be as obvious as this example. It takes an investigative group to discover they are doing something wrong in the first place and that is exactly what happened in this case. I had concerns, I brought them to the online community and others have corrected something we missed. You can be as cynical as you want but don't make assumptions especially when they aren't constructive to the thread. Anyways, thanks for your input.</p><p></p><p>Saeviomagy,</p><p></p><p>Your points make sense and I agree. I just want to point out that not all things are equal. Not every circumstance is laid out so simple. Whether I am using a module or designing my own adventure some encounters are written with the NPC performing or behaving a certain way. Creature is in a wild frenzy, bad guy knows the mage is the most potent and must be taken out first, maybe he hates mages, maybe he has a low int, maybe there is only himself and the mage is kicking his a@@ from a distance and he isn't running because this is his base or home or lair. I just don't think combat is that cut and dry.</p><p></p><p>That is a good point that. Relative damage is the proper way to look at it.</p><p></p><p></p><p>For what it's worth, over most of this thread I have been given a lot of advice (thanks guys). Two things stand out from the majority of the advice I have seen. Enemies will flee or retreat to come back later. I can't think of too many other spells that can cause such a wide variety of oppenants to flee, force a massive change in their tactics or avoid attacking that character all together. It most be a pretty potent spell. At any rate I am now OK with the single version. I still have problems with the mass version and here are the reasons why...1) Mass version is only 1 level higher 2) A spell that is self only should not have a mass version - It just doesn't make sense 3) A spell designed to protect weaker people becomes a massive advantage when the strong fighter has the same defense.</p></blockquote><p></p>
[QUOTE="Markn, post: 2020530, member: 21827"] [b]Replies...[/b] Sigh. Nail, Yes, animals can run too. I think a majority of the time they will run and not come back. It's kind of a Law of the Animal Kingdom thing. If it's bigger, it looks tougher and it hurts me I'll run and leave it be. I won't come back. It won't always happen this way but if your doing animals correctly that should be the majority of the time IMHO. IndyPendant, No, I am not the only GM in the group. In fact we have done campaigns with rotating DM's where at least half the group have DM'd. I can't speak for others but I really think that everyone did miss it. We have an honest group for the most part and we trust each other. If there is a discussion on a rule we discuss it like adults, not children. I'd go so far as to wager that most groups likely make mistakes regarding rules and that everyone in a group will see it one way when it fact it may be going against the rules. They just may not be as obvious as this example. It takes an investigative group to discover they are doing something wrong in the first place and that is exactly what happened in this case. I had concerns, I brought them to the online community and others have corrected something we missed. You can be as cynical as you want but don't make assumptions especially when they aren't constructive to the thread. Anyways, thanks for your input. Saeviomagy, Your points make sense and I agree. I just want to point out that not all things are equal. Not every circumstance is laid out so simple. Whether I am using a module or designing my own adventure some encounters are written with the NPC performing or behaving a certain way. Creature is in a wild frenzy, bad guy knows the mage is the most potent and must be taken out first, maybe he hates mages, maybe he has a low int, maybe there is only himself and the mage is kicking his a@@ from a distance and he isn't running because this is his base or home or lair. I just don't think combat is that cut and dry. That is a good point that. Relative damage is the proper way to look at it. For what it's worth, over most of this thread I have been given a lot of advice (thanks guys). Two things stand out from the majority of the advice I have seen. Enemies will flee or retreat to come back later. I can't think of too many other spells that can cause such a wide variety of oppenants to flee, force a massive change in their tactics or avoid attacking that character all together. It most be a pretty potent spell. At any rate I am now OK with the single version. I still have problems with the mass version and here are the reasons why...1) Mass version is only 1 level higher 2) A spell that is self only should not have a mass version - It just doesn't make sense 3) A spell designed to protect weaker people becomes a massive advantage when the strong fighter has the same defense. [/QUOTE]
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