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General Tabletop Discussion
*Pathfinder & Starfinder
How Did Your Lair Assault 2 Go? (spoilers)
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<blockquote data-quote="Zuche" data-source="post: 5748466" data-attributes="member: 6682151"><p>As opposed to one ship, with all onboard, in two or three rounds. There is merit to the tactical retreat, but your enemies have no reason to split up and come after you. Once you're all below decks, you've ceded control of the ship to enemies who can achieve their objective by sinking you.</p><p></p><p>Waiting until the tentacles could knock holes through the hull before charging in is the generous option.</p><p></p><p></p><p></p><p>Yes, it's as simple as that, unless someone rolls a 1 on the attack. My party thought they'd get away with leaving it up to one guy in a room.</p><p></p><p></p><p></p><p>The adventure was sporting enough to post no sentries and leave you very easy access to their base. Fair's fair.</p><p></p><p></p><p></p><p>There's more to it than that. The first part of the challenge can be very easy with the right approach, but playing a little bad luck or an oversight for all it's worth in this regard is much more entertaining. The players already got their break here as it was, should they opt to use it. </p><p></p><p></p><p></p><p>Every DM makes a choice. Yours saw nothing written to allow for attacks against the ship, and had your enemies play right into your hands. I saw nothing prohibiting attacks on the ship, but some very good reasons why your enemies would not pursue that option -- so long as you didn't hand them effective control of the vessel by abandoning the deck. </p><p></p><p></p><p></p><p>As I see it, a vehicle is not an area, though one large enough could include an eligible target for the spell: a room. The hold of the ship could be silenced, but not the crow's nest. Still, as you note, it was entirely your table's call, and far more reasonable than building a play fort on the rowboat in an attempt to get that recognized as a room.</p></blockquote><p></p>
[QUOTE="Zuche, post: 5748466, member: 6682151"] As opposed to one ship, with all onboard, in two or three rounds. There is merit to the tactical retreat, but your enemies have no reason to split up and come after you. Once you're all below decks, you've ceded control of the ship to enemies who can achieve their objective by sinking you. Waiting until the tentacles could knock holes through the hull before charging in is the generous option. Yes, it's as simple as that, unless someone rolls a 1 on the attack. My party thought they'd get away with leaving it up to one guy in a room. The adventure was sporting enough to post no sentries and leave you very easy access to their base. Fair's fair. There's more to it than that. The first part of the challenge can be very easy with the right approach, but playing a little bad luck or an oversight for all it's worth in this regard is much more entertaining. The players already got their break here as it was, should they opt to use it. Every DM makes a choice. Yours saw nothing written to allow for attacks against the ship, and had your enemies play right into your hands. I saw nothing prohibiting attacks on the ship, but some very good reasons why your enemies would not pursue that option -- so long as you didn't hand them effective control of the vessel by abandoning the deck. As I see it, a vehicle is not an area, though one large enough could include an eligible target for the spell: a room. The hold of the ship could be silenced, but not the crow's nest. Still, as you note, it was entirely your table's call, and far more reasonable than building a play fort on the rowboat in an attempt to get that recognized as a room. [/QUOTE]
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How Did Your Lair Assault 2 Go? (spoilers)
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