EzekielRaiden
Follower of the Way
Even Tucker's kobolds aren't really enough to take down a full level 20 party. Spells of level 6th+ are hard to ignore.Somewhere in the great beyond a man named Tucker is smirking.
Even Tucker's kobolds aren't really enough to take down a full level 20 party. Spells of level 6th+ are hard to ignore.Somewhere in the great beyond a man named Tucker is smirking.
Vladimir: 'I like what I like, your playstyle doesn't work'
Estragon: 'No it does work, here's how'
Vladimir: 'Stop attacking me'
Even Tucker's kobolds aren't really enough to take down a full level 20 party. Spells of level 6th+ are hard to ignore.
I think the bigger difference, here, is that PbtA does not consider between-campaign things as part of its structure. That is, if you're going to do this, it would generally be part of the premise of a new campaign, rather than something unexpectedly sprung. For example, previous game comes to a close, GM says, "I think we all had a lot of fun in this overall world. How do you guys feel about our next game happening in <nearby region>?" And the players say sure--we heard interesting stuff about what was going on out there. They figure out what they want to play, and work with the GM to use those things to develop details about the region that weren't known before (since I doubt even the most ardent of worldbuilder GMs is doing things like laying out the full dynastic politics or economic rivalries or midlevel ministerial bureaucracy for a place no one in the previous campaign's party was from and none had visited at any point during that campaign.)See now this is interesting. I don’t think that this is something beyond the ability of PbtA games in a general sense. Certainly the GM is meant to think off things off screen and to introduce complications such as this. But how and why the GM does so is different.
In your example, this is based on a previous campaign. That’s something if not unique to at least far more common or likely with trad play.
I would think that this might be interesting if you have players in the new campaign that were also in the old one. Something I do in my 5E GMing has been to bring in these kinds of easter eggs from past campaigns of ours. It adds something to play, I’d say.
The point of Tucker's Kobolds is that they are, quite literally, Level One, from the days when "level" was literally synonymous with the level of the dungeon you were on--so "20th level" enemies were those you would expect to find having delved down to the "20th floor" of the dungeon. They have 1-4 HP.I just about took out a level 19 party (6 PCs, 1 sidekick) with 3 CR 17 monsters in the first encounter after a long rest. I had a decent chance of killing at least a couple, but they were unintelligent beasts so the tactics weren't exactly spectacular. They were still under the effects of a heroes feast and there's a paladin in the group. So ... how exactly is it that you can't challenge a party? This wasn't even a deadly encounter by my calculations.
It's been a long day, I misunderstood....
The point of Tucker's Kobolds is that they are, quite literally, Level One, from the days when "level" was literally synonymous with the level of the dungeon you were on--so "20th level" enemies were those you would expect to find having delved down to the "20th floor" of the dungeon. They have 1-4 HP.
Tactics can do an awful lot. They can't do everything. And they're not really going to turn "a tribe of maybe 100 kobolds" into something equivalent to CR friggin' 17. Just one meteor swarm from the party Wizard is enough to guaranteed slay all of them. Even in the very unlikely event that 100% of the kobolds make their save, and the Wizard rolls the absolute lowest damage possible, that's still 10 bludgeoning and 10 fire damage. They'd have to have more than just resistance to both damage types in order to not instantly die. And, sure, that's a 9th level spell that the Wizard might not have--but it illustrates how a 20th level party could quite easily stomp these kobolds simply because they have so little HP. Holing up in the warren isn't effective when the enemy can magically torch the place and just leave.
I'm not saying you CANNOT challenge a party. I'm saying that, very specifically Tucker's kobolds, would not present a challenge to a 20th level 5e party. Because high-level spells are just that powerful.
No worries. With the events going on in my life right now...I get it. Very, very much.It's been a long day, I misunderstood.
Meteor swarm does not require that you can see the target. It just hits an area: "Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners." (It also notes, no creature may be affected more than once by the spell, but that's kind of irrelevant.)However the point is that Tucker's kobolds would never open themselves up to a lot of the big damage spells. Meteor storm doesn't do a lot if 99% of the kobolds are hiding in tunnels. Nope, they'd be hiding in small tunnels that shrink down to tiny spot that even they need to crawl through while using hit-and-run tactics and preset traps. I think it would be an interesting experiment, but if you can't target a creature it's hard to kill them. I think they could still be a challenge if you stack the environment enough in their favor, which was the whole point.
Right, but I'm saying the kobold are in tunnels underground. Something like cloudkill would be pretty effective if the caster knew to prep it ahead of time. But Meteor storm won't affect anything in the tunnels. Some of that does depend on how a DM runs it and whether or not there are above ground openings.No worries. With the events going on in my life right now...I get it. Very, very much.
Meteor swarm does not require that you can see the target. It just hits an area: "Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners." (It also notes, no creature may be affected more than once by the spell, but that's kind of irrelevant.)
As noted in an edit, sunbeam is even better, since it's repeatable for the spell's duration. Illusory dragon is quite nice because, y'know, kobolds and dragons--you might be able to take the kobold warren by having the illusion command the kobolds to surrender. Incendiary cloud basically lets you burn out the whole thing in one fell swoop, since it lasts for 10 rounds, spreads out, and explicitly goes around corners. Maddening darkness allows you to negate any efforts at ranged attacks (and works super well if you have a Warlock who can see through magical darkness.) Delayed blast fireball can essentially work as turning traps against the kobolds; advance far enough to upset them, drop the fireball, retreat. You don't even need to do anything necessarily; a creature touching the fiery bead is enough to set it off, and as with all of these, it spreads around corners.
High-level spells are just really powerful. And several of the spells mentioned above are on multiple casters' lists. And a spellcaster's save DC at this level should be 8+6+5 = 19. The kobolds' best save is Dexterity, at...+2. They're only making that save on 17, 18, 19, or 20. At a 20% chance to succeed on their best save...yeah, those kobolds are screwed if they get hit by AoE effects.
This can very easily happen in AW too.But to me potentially having fiction that occurs outside of the sphere of influence of the PCs impacting the game, while rare, is part of the fun of having a persistent world. On a smaller scale, there are a few actors that have not had the spotlight for a while but that doesn't mean they don't exist. They can easily recur or have an impact.
The analogue of this in AW is GM preparation of fronts. But as per what I said earlier in this post, a front does not give the GM licence to make hard moves willy nilly.One thing I find interesting - and it's not a criticism or saying that PbtA does it wrong - is this statement. It's just contrary to what I want to do with a living world.
For example my previous campaign concluded a few years before the current campaign but was set in a different region. I'm still noodling a bit here and there on what's going on in that region. It's entirely possible, based on the way that previous campaign ended that an invasion of the region the current campaign is in could be invaded. If it did, an invasion from a foreign entity would happen without warning which could be interesting. Would sparring factions join together to fight off a common threat? Would the PCs come home to a smoking ruin of a town because they weren't there when the invasion happened?
It certainly wouldn't have anything to do with the fiction of the current campaign, it has to do with the fiction of the world at large that could have direct and significant impact on the PCs.
You attributed a belief to other posters which no one has expressed, and which as far as I know no one holds, namely that GMs are "power hungry" and "abusive" and therefore need to be reined in by rules.I'm just completely missing something which is entirely possible.
Well, in AW the reason that players would look to the GM in this respect is because the rules give the function of establishing consequences to the GM.I do have limited experience with non traditional GM based games, but in those I have played, the players has in general been looking toward the GM to resolve situations that might arise. This in contrast to my experience with board games where any players having read the rules normally tend to go to the rulebook rather than for instance defer decission to for instance the one that brought the game. In other words there appear to be a different social dynamics at play. I am curious if thise of you that have played in particular a lot of PtBA games with different groups have experienced something similar there?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.