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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keep on the Borderland and no healing...?
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<blockquote data-quote="Willie the Duck" data-source="post: 9390401" data-attributes="member: 6799660"><p>I mean, the reaction tables exist for a reason. A party (perhaps one bearing gifts, even just a couple heads of your enemy) coming <em>up to</em> your door (instead of through it) talking about a team up to get rid of those pesky <other group> 'once and for all' might change the dynamic. Or at least (IMO) that's what the module expected.</p><p></p><p>Also that monsters might run after the first casualty, half group lost, etc. (or for AD&D-- Faced by obviously superior force, 25% of group eliminated or slain, Leader unconscious, 50%+ of group eliminated or slain, and Leader slain or deserts).</p><p></p><p>Also, as others have said, hirelings and retainers. There's enough loot to be had to hire them. Also plenty of 10' corridors where 3 fully-healed martial types can create a bottleneck (cycling out as they are injured) and everyone else be behind with spears or ranged weapons or bottles of oil, etc.</p><p></p><p>Or, if they really don't want to do this kind of stuff, well honestly that's fine. When I first started gaming, me and my friends certainly didn't play as the game developers might have intended. However, the consequence of this is that the module (and low-level TSR-era A/D&D in general) <em><strong><u>is</u></strong></em> a brutal, deadly slog. Cheaper scrolls/healing potions will mitigate this*, but overall it just moves the 'appropriate level' of any given module up. <em><span style="font-size: 10px">*and fortunately B/X means you aren't bursting your plate mail or training budget spending your loot on healing items.</span></em></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9390401, member: 6799660"] I mean, the reaction tables exist for a reason. A party (perhaps one bearing gifts, even just a couple heads of your enemy) coming [I]up to[/I] your door (instead of through it) talking about a team up to get rid of those pesky <other group> 'once and for all' might change the dynamic. Or at least (IMO) that's what the module expected. Also that monsters might run after the first casualty, half group lost, etc. (or for AD&D-- Faced by obviously superior force, 25% of group eliminated or slain, Leader unconscious, 50%+ of group eliminated or slain, and Leader slain or deserts). Also, as others have said, hirelings and retainers. There's enough loot to be had to hire them. Also plenty of 10' corridors where 3 fully-healed martial types can create a bottleneck (cycling out as they are injured) and everyone else be behind with spears or ranged weapons or bottles of oil, etc. Or, if they really don't want to do this kind of stuff, well honestly that's fine. When I first started gaming, me and my friends certainly didn't play as the game developers might have intended. However, the consequence of this is that the module (and low-level TSR-era A/D&D in general) [I][B][U]is[/U][/B][/I] a brutal, deadly slog. Cheaper scrolls/healing potions will mitigate this*, but overall it just moves the 'appropriate level' of any given module up. [I][SIZE=2]*and fortunately B/X means you aren't bursting your plate mail or training budget spending your loot on healing items.[/SIZE][/I] [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keep on the Borderland and no healing...?
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