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General Tabletop Discussion
*Dungeons & Dragons
High level and trivial encounters
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<blockquote data-quote="Oofta" data-source="post: 7637048" data-attributes="member: 6801845"><p>Like [MENTION=463]S'mon[/MENTION], I use the alternate long rest rule. If you can get a long rest after every other fight, almost every fight can become trivial depending on your group. </p><p></p><p>But I also think tactics can make a huge difference. Have the goblins set up traps and ambushes. They never show up in fireball formation, they pop out of the woods fire some arrows and disappear into the jungle and show up again from somewhere else. Chase them? They've set up trip lines and snares. </p><p></p><p>Or just adjust the encounters. The random table calls for 5 goblins? Well, the goblins have heard of the group and they send 20. In waves. Add in some environmental hazards. Goblins for example are small and light. Maybe they can cross the quicksand while that half orc breaks through and sinks.</p><p></p><p>I like to think of the encounters from the monster's perspective. I'm picking on goblins a bit here, but they are cowardly and know that there are a lot of creatures out there that can take them out easily. So they only attack when they believe they have a clear advantage.</p><p></p><p>But one last thing. I generally only play out encounters that advance the game or reinforce the theme. If the fights really are trivial (and sometimes that's appropriate) I'll just narrate the fact that there were some minor skirmishes that the group easily won along the way. So if the random encounters aren't adding to the game, don't use them or modify them so that they do add to the game.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7637048, member: 6801845"] Like [MENTION=463]S'mon[/MENTION], I use the alternate long rest rule. If you can get a long rest after every other fight, almost every fight can become trivial depending on your group. But I also think tactics can make a huge difference. Have the goblins set up traps and ambushes. They never show up in fireball formation, they pop out of the woods fire some arrows and disappear into the jungle and show up again from somewhere else. Chase them? They've set up trip lines and snares. Or just adjust the encounters. The random table calls for 5 goblins? Well, the goblins have heard of the group and they send 20. In waves. Add in some environmental hazards. Goblins for example are small and light. Maybe they can cross the quicksand while that half orc breaks through and sinks. I like to think of the encounters from the monster's perspective. I'm picking on goblins a bit here, but they are cowardly and know that there are a lot of creatures out there that can take them out easily. So they only attack when they believe they have a clear advantage. But one last thing. I generally only play out encounters that advance the game or reinforce the theme. If the fights really are trivial (and sometimes that's appropriate) I'll just narrate the fact that there were some minor skirmishes that the group easily won along the way. So if the random encounters aren't adding to the game, don't use them or modify them so that they do add to the game. [/QUOTE]
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