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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="CapnZapp" data-source="post: 6950393" data-attributes="member: 12731"><p>As for your other question, I'd say they all have a certain level of competence. There's not one guy steering the others, though there's usually one drowsy one and one more alert (we're in our late forties after all). So somebody might be there to back up any (major) decisions made.</p><p></p><p>But I'm not sure I'd call us superstars of strategy. Blundering into firefights is not what such people do <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>What they ARE good at, however, is building characters to squeeze out performance. making sure their builds gain regular access to attacks, bonus actions and reactions. Finding ways to leverage your strengths, including combinations. That kind of stuff.</p><p></p><p>This means that I can always kill them off if I choose to. But I don't want them to become all cautious and slow and afraid and "cover their bases", since I feel that only slows down the rate of "gameplay experience". I don't want to spend time on checking behind corners, tapping floors for traps, second-guessing what NPCs say and do, and the like. </p><p></p><p>So I generally don't think too much about tactics for my monsters either: To make an encounter more dangerous, I'd rather use numbers (more monsters, monsters that deal more damage, monsters with bigger spells etc) than sophisticated tactics. It works in the sense that it doesn't discourage the party from going full-on and all-out.</p><p></p><p>I wouldn't call it beer and pretzels, since there are way too much numbercrunching in our D&D. But it's definitely heavy on the fun and relaxing, rather than making sure every NPC acts optimally.</p><p></p><p>The heroes are built well but might act impulsively and carelessly. </p><p></p><p>I guess this is the reason why I want monsters to be built well to, so I don't have to play them "well" unless I want to.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6950393, member: 12731"] As for your other question, I'd say they all have a certain level of competence. There's not one guy steering the others, though there's usually one drowsy one and one more alert (we're in our late forties after all). So somebody might be there to back up any (major) decisions made. But I'm not sure I'd call us superstars of strategy. Blundering into firefights is not what such people do :) What they ARE good at, however, is building characters to squeeze out performance. making sure their builds gain regular access to attacks, bonus actions and reactions. Finding ways to leverage your strengths, including combinations. That kind of stuff. This means that I can always kill them off if I choose to. But I don't want them to become all cautious and slow and afraid and "cover their bases", since I feel that only slows down the rate of "gameplay experience". I don't want to spend time on checking behind corners, tapping floors for traps, second-guessing what NPCs say and do, and the like. So I generally don't think too much about tactics for my monsters either: To make an encounter more dangerous, I'd rather use numbers (more monsters, monsters that deal more damage, monsters with bigger spells etc) than sophisticated tactics. It works in the sense that it doesn't discourage the party from going full-on and all-out. I wouldn't call it beer and pretzels, since there are way too much numbercrunching in our D&D. But it's definitely heavy on the fun and relaxing, rather than making sure every NPC acts optimally. The heroes are built well but might act impulsively and carelessly. I guess this is the reason why I want monsters to be built well to, so I don't have to play them "well" unless I want to. [/QUOTE]
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