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How to stop runners?
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<blockquote data-quote="Kichwas" data-source="post: 5929719" data-attributes="member: 891"><p>This is something that has bugged me about dungeon crawl adventures since I was 10 years old back in 1981...</p><p></p><p>The only realistic way to do one of these home invasion really, is 'Seal team vs. Osama' style - come in stealthed from above, storm the building, and use the layout against its occupants. Ie: running past them and forming a wall faster than they can flee...</p><p></p><p>Otherwise, any such invasion -SHOULD- be a suicide mission.</p><p></p><p>So since 1981, I've basically been playing 'kind' to players - not having NPCs run or yell for help...</p><p></p><p>Much like how in an MMO you can kill 5 elite guards around the king and nobody does jack because you are exactly 1-meter out of aggro range... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>D&D, since 3e, has let us start playing it a little more real by having AOs to interrupt people who run for help - but that itself is a very unreal mechanic (go get yourself in a knife fight inside a building, and see how easily you can stop someone from fleeing using only AO style moves... it won't happen ... but if do end up in this situation and decide you would rather live than prove an intellectual point, you're likely to try and slam, trip, grapple, and so on... an opponent who is doing the same to you).</p><p></p><p>The problem is that the realistic ways of preventing the run / yell for help would take extremely complex bookeeping mechanics to manage...</p><p></p><p>Which is probably why AOs were put into 3E as the 'lesser of evils' solution.</p><p></p><p>So for 5E, DMs will either have to learn to be forgiving again, or we'll need some AO mechanic, or players will start having to act like Navy Seals and planning assaults using all kinds of magical spying ahead of time and weeks of tracking to figure out timing, patrols, and so on...</p><p>(and I've played in a D&D game like that before... it was neat once, but it was also a game where we'd spend 2 of every 3 sessions just going over plans and maps and spreadsheets of expected NPC positions... not fun after the first few times...)</p></blockquote><p></p>
[QUOTE="Kichwas, post: 5929719, member: 891"] This is something that has bugged me about dungeon crawl adventures since I was 10 years old back in 1981... The only realistic way to do one of these home invasion really, is 'Seal team vs. Osama' style - come in stealthed from above, storm the building, and use the layout against its occupants. Ie: running past them and forming a wall faster than they can flee... Otherwise, any such invasion -SHOULD- be a suicide mission. So since 1981, I've basically been playing 'kind' to players - not having NPCs run or yell for help... Much like how in an MMO you can kill 5 elite guards around the king and nobody does jack because you are exactly 1-meter out of aggro range... :) D&D, since 3e, has let us start playing it a little more real by having AOs to interrupt people who run for help - but that itself is a very unreal mechanic (go get yourself in a knife fight inside a building, and see how easily you can stop someone from fleeing using only AO style moves... it won't happen ... but if do end up in this situation and decide you would rather live than prove an intellectual point, you're likely to try and slam, trip, grapple, and so on... an opponent who is doing the same to you). The problem is that the realistic ways of preventing the run / yell for help would take extremely complex bookeeping mechanics to manage... Which is probably why AOs were put into 3E as the 'lesser of evils' solution. So for 5E, DMs will either have to learn to be forgiving again, or we'll need some AO mechanic, or players will start having to act like Navy Seals and planning assaults using all kinds of magical spying ahead of time and weeks of tracking to figure out timing, patrols, and so on... (and I've played in a D&D game like that before... it was neat once, but it was also a game where we'd spend 2 of every 3 sessions just going over plans and maps and spreadsheets of expected NPC positions... not fun after the first few times...) [/QUOTE]
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