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<blockquote data-quote="robertliguori" data-source="post: 4082723" data-attributes="member: 47776"><p>Point the first: Simulationist players rapidly adopt death protocols, based on how easy it is to turn an enemy corpse into a threat again (either via reanimation or resurrection). Good luck turning a pile of neatly quartered corpses into threats.</p><p></p><p>Point the second: If traps were within the capacity of the monsters before, why aren't they already using them? Also, what happens when the invaders start making ablative runs on the traps, as well as the inhabitants, and simply enter, trigger and then smash the day's traps beyond repair or salvage, and then leave?</p><p></p><p>Point the third: If the players are camping near the entrance of the dungeon, then the monsters have abandoned the safety of their lair. This is bad. Either the players will attack them in the open and take advantage of their PC-ness, or simply wait until they leave, assault the dungeon while the monsters are away (and cleave through it messily on that account), and then ambush them when they attempt to return home.</p><p></p><p></p><p>This is an excellent way to shift the paradigm away from dungeons-as-invasion-proof; the goal of the dungeon is to delay adventurers past zero hour, not to stop them. If you can engineer a scenario in 4E where every 5-minute rest (and indeed every time-consuming encounter) is an expenditure of a resource not easily regained, then you're on the right track. Once, I ran an adventure in which the evil necromancer had kidnapped an entire village, and was casting them alive into a blatant rip-off of the Black Cauldron and reanimating them as nasty templated zombies at a rate of one every few minutes, and would continue until he ran out of villagers. The PCs tore through the dungeon, and when they got close enough to hear the screams of the latest unlucky villager, the PCs simply ignored the delaying hazards in their way, ending in an epic fight between the zombies already accumulated and the threats streaming in that they had neglected to defeat previously.</p><p></p><p>But, and this is the important point, once zero hour had passed and the necromancer had run out of villagers, the PCs could have simply chipped away at him endlessly, and reasonably safely. The trick was to portray having to do that as a lose condition, not as a smart tactic.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4082723, member: 47776"] Point the first: Simulationist players rapidly adopt death protocols, based on how easy it is to turn an enemy corpse into a threat again (either via reanimation or resurrection). Good luck turning a pile of neatly quartered corpses into threats. Point the second: If traps were within the capacity of the monsters before, why aren't they already using them? Also, what happens when the invaders start making ablative runs on the traps, as well as the inhabitants, and simply enter, trigger and then smash the day's traps beyond repair or salvage, and then leave? Point the third: If the players are camping near the entrance of the dungeon, then the monsters have abandoned the safety of their lair. This is bad. Either the players will attack them in the open and take advantage of their PC-ness, or simply wait until they leave, assault the dungeon while the monsters are away (and cleave through it messily on that account), and then ambush them when they attempt to return home. This is an excellent way to shift the paradigm away from dungeons-as-invasion-proof; the goal of the dungeon is to delay adventurers past zero hour, not to stop them. If you can engineer a scenario in 4E where every 5-minute rest (and indeed every time-consuming encounter) is an expenditure of a resource not easily regained, then you're on the right track. Once, I ran an adventure in which the evil necromancer had kidnapped an entire village, and was casting them alive into a blatant rip-off of the Black Cauldron and reanimating them as nasty templated zombies at a rate of one every few minutes, and would continue until he ran out of villagers. The PCs tore through the dungeon, and when they got close enough to hear the screams of the latest unlucky villager, the PCs simply ignored the delaying hazards in their way, ending in an epic fight between the zombies already accumulated and the threats streaming in that they had neglected to defeat previously. But, and this is the important point, once zero hour had passed and the necromancer had run out of villagers, the PCs could have simply chipped away at him endlessly, and reasonably safely. The trick was to portray having to do that as a lose condition, not as a smart tactic. [/QUOTE]
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