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<blockquote data-quote="Tony Vargas" data-source="post: 7858901" data-attributes="member: 996"><p>Yeah, that'll never happen. You've gotta 'plan for it,' which means loading up on the right spells/items...</p><p></p><p>"...I'm not hungry enough to dig up the bodies, maybe later... do we have any halfling left from yesterday? We have some troglodyte... hasn't that gone bad yet? ...no, if it does, it'll start to smell <em>good</em>..."</p><p></p><p>That's getting into another thing that it seems hard to get D&D characters to do: coordinate. I mean, focus-fire is <em>just</em> within most adventuring cat-herds' tolerance, but coordinating <em>builds</em>? </p><p></p><p>Oh, if there's a problem with the game, the game's likely part of the problem. It might not always be the whole story, but it's probably in there somewhere.</p><p></p><p>For instance, it seems plausible that before they get sophisticated enough to do the kind of magic-item-allocation planning you're talking about, let alone build coordination, a group could have probably had at least one TPK where they tried to get away and couldn't, because the monsters were just faster than them, or they didn't leave the slowest PC behind (or they did, and subsequently TPKd for want of healing, because he was the cleric), and also experiences where they <em>thought</em> they were all going to die, but, thanks to lack of death spiral mechanics* (and maybe the DM fudging some die rolls or hp totals behind the screen), pulled through afterall. </p><p></p><p>In other words, not running a way is something they learned from how the game played. So, even, now, in 5e, when they have a pursuit sub-system tucked away in the DMG, they're not likely to give you reason to look it up.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* of course, death spiral mechanics will <em>also</em> hurt you when trying to run away, so no help there, either.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7858901, member: 996"] Yeah, that'll never happen. You've gotta 'plan for it,' which means loading up on the right spells/items... "...I'm not hungry enough to dig up the bodies, maybe later... do we have any halfling left from yesterday? We have some troglodyte... hasn't that gone bad yet? ...no, if it does, it'll start to smell [I]good[/I]..." That's getting into another thing that it seems hard to get D&D characters to do: coordinate. I mean, focus-fire is [I]just[/I] within most adventuring cat-herds' tolerance, but coordinating [I]builds[/I]? Oh, if there's a problem with the game, the game's likely part of the problem. It might not always be the whole story, but it's probably in there somewhere. For instance, it seems plausible that before they get sophisticated enough to do the kind of magic-item-allocation planning you're talking about, let alone build coordination, a group could have probably had at least one TPK where they tried to get away and couldn't, because the monsters were just faster than them, or they didn't leave the slowest PC behind (or they did, and subsequently TPKd for want of healing, because he was the cleric), and also experiences where they [I]thought[/I] they were all going to die, but, thanks to lack of death spiral mechanics* (and maybe the DM fudging some die rolls or hp totals behind the screen), pulled through afterall. In other words, not running a way is something they learned from how the game played. So, even, now, in 5e, when they have a pursuit sub-system tucked away in the DMG, they're not likely to give you reason to look it up. * of course, death spiral mechanics will [I]also[/I] hurt you when trying to run away, so no help there, either. [/QUOTE]
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