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<blockquote data-quote="The_Warlock" data-source="post: 4736402" data-attributes="member: 21215"><p>I have, to great effect. </p><p></p><p>I've generally found the "stay still and destroy the enemy" to be fairly common among players who aren't specifically playing dodgy/mobile characters. </p><p></p><p>That said, my players have generally picked up on the "fighting is not the solution" fairly quickly. </p><p></p><p>Of course, they realize that I follow the laws of Gygaxian Naturalism (whoever coined that term deserves a really awesome hat), and they can run into things in the world that are bigger than them.</p><p></p><p>Thus they usually look for alternate solutions if full frontal assault proves less than optimal in short order. And, I'm always willing to work with interesting and creative problem solving on their part. While I've generally thought through a few different scenarios for any given encounter, they invariably surprise me with plans ranging from the brilliant to the downright slapstick bad.</p><p></p><p>The best one was an ancient and abandoned dwarf delve which they believed to be inhabited by the dragon that had driven the dwarves out, and with whom prophecy suggested they had a date.</p><p></p><p>In they go, and in the first great hall they send out scouts to the various guard balconies where they awake and alert several undead dwarven skeletons who successfully flee the scouts, dropping portcullis and sounding an alarm. </p><p></p><p>The great door grinds down behind them and they hear strange clattering sounds. In from every side passage file in hundreds of undead dwarves, some in armor, others in merchant garb, or priestly gear, and form into ranks on either side of the hall, blocking every major exit but one...</p><p></p><p>If the characters approach the skeletons, the undead drive them back with polearms, spears, staves, etc, but don't follow. </p><p></p><p>Obviously, whoever or whatever is in charge of the place wants the "visitors" to move somewhere specific. </p><p></p><p>One entire PC mage worth of offensive spells later... nearly 600 skeletons have been vaporized and have had the spaces filled in by the literally thousands of former city residents moving up into position.</p><p></p><p>At this point, the PCs begin to be creative. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Generally speaking, they got creative well before then in other scenarios where grinding one's face against a superior foe was not the best option, but this was an extreme case of "I have newer bigger booms, I can defeat ANYTHING!" on their part.</p><p></p><p></p><p>PS: This thread reminds me of a song from the elder days of the Net on a D&D usenet thread...</p><p></p><p>"Forty-eight Blue and Grey Slaad at the door,</p><p>Forty-eight Blue and Grey Slaad,</p><p>Take one down, they gate in two more,</p><p>Forty-nine Blue and Grey Slaad at the door..."</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4736402, member: 21215"] I have, to great effect. I've generally found the "stay still and destroy the enemy" to be fairly common among players who aren't specifically playing dodgy/mobile characters. That said, my players have generally picked up on the "fighting is not the solution" fairly quickly. Of course, they realize that I follow the laws of Gygaxian Naturalism (whoever coined that term deserves a really awesome hat), and they can run into things in the world that are bigger than them. Thus they usually look for alternate solutions if full frontal assault proves less than optimal in short order. And, I'm always willing to work with interesting and creative problem solving on their part. While I've generally thought through a few different scenarios for any given encounter, they invariably surprise me with plans ranging from the brilliant to the downright slapstick bad. The best one was an ancient and abandoned dwarf delve which they believed to be inhabited by the dragon that had driven the dwarves out, and with whom prophecy suggested they had a date. In they go, and in the first great hall they send out scouts to the various guard balconies where they awake and alert several undead dwarven skeletons who successfully flee the scouts, dropping portcullis and sounding an alarm. The great door grinds down behind them and they hear strange clattering sounds. In from every side passage file in hundreds of undead dwarves, some in armor, others in merchant garb, or priestly gear, and form into ranks on either side of the hall, blocking every major exit but one... If the characters approach the skeletons, the undead drive them back with polearms, spears, staves, etc, but don't follow. Obviously, whoever or whatever is in charge of the place wants the "visitors" to move somewhere specific. One entire PC mage worth of offensive spells later... nearly 600 skeletons have been vaporized and have had the spaces filled in by the literally thousands of former city residents moving up into position. At this point, the PCs begin to be creative. :) Generally speaking, they got creative well before then in other scenarios where grinding one's face against a superior foe was not the best option, but this was an extreme case of "I have newer bigger booms, I can defeat ANYTHING!" on their part. PS: This thread reminds me of a song from the elder days of the Net on a D&D usenet thread... "Forty-eight Blue and Grey Slaad at the door, Forty-eight Blue and Grey Slaad, Take one down, they gate in two more, Forty-nine Blue and Grey Slaad at the door..." [/QUOTE]
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