Arkhandus said:
Since you've finally given some detail on the situation, I'd have to say that it was at least as much (if not primarily) player foolhardiness as it was DM laziness.
Assuming everybody is lazy or foolish is what upsets people. You may be right, but it still upsets people to be told it.
I'd put down Greyamirl's death (as it should have been, if I'd read the MM Shadow entry to figure out what Ability Damage does instead of the DMG) to a pretty tough fight and some unlucky die rolls -- mixed in with a lot of luckier die rolls that made it seem easier than it really was.
Arkhandus said:
But I would doubt that it's simply a dungeon-crawl, if it's a play-by-e-mail or play-by-post campaign.
Nod, it's a pretty character-heavy, rather than hack n' slash campaign. Email wouldn't work well if it wasn't. The player of the druid has been playing D&D since 1988, but he's a more casual player most of the time. He didn't know how much danger he was in with only an Str 10 and like a 12 or 13 touch AC. But he was playing the character right -- trying to rescue the wounded mage by throwing himself into the fight to protect her. As you say, protecting the mage is important. Not the best tactical decision, but the player is not remotely stupid (he's a math professor).
Arkhandus said:
It seems, from your bit of description now, that the PCs had no indication that there was actually a gaggle of Shadows lurking just around the corner, not merely 2? If so, they could not have possibly expected to be assaulted by wave after wave of Shadows with no obvious end to their numbers in sight (and thus no good reason to run away or turn undead, considering now that you've revealed it to be a large group of lower-mid-level PCs).
Many days earlier, they captured the magic item used to make the undead and the cleric/druid who used it. And as the new government of the village she was terrorizing, tried and executed her. They knew undead were here, and they didn't think 2 shadows would be the full extent of it. The party leader should have let them rest after their previous exertions that day (no reason not to) and plan better spells for the fight, but he wanted to get on with it. That was foolhardy.
Arkhandus said:
If your melee warriors were not all equipped with +1 Ghost Touch weapons, I don't see why they rushed around to flank the Shadows rather than take Total Defense actions while remaining in a close perimeter around the spellcasters.
Hoo-ah! Get some, get some, get some! That's why -- because they were in a gung-ho mood, and having fun mowing these things down. And it was working pretty well.
The party leader is a 7th level fighter with a 19 Str, Bull's Strength on top of that, and fighting two-handed with a +1 bastard sword. The second best is a 7th level monk with a +2 halberd and a 19 touch AC. Pretty much the only magical weapon misses against the Shadows AC 13 were from the 50% incorporeal rule.
Arkhandus said:
You do not need to leave random batches of exceedingly-dangerous enemies lying around every other corner, just because.
It's never "just because".
Arkhandus said:
If the PCs blunder into something completely without any foreshadowing that it may be a really dangerous spot to go right now, then you always have the option of deciding that the big nasty critter/NPC is not around at the moment, and off handling other business right now; they may've left some minions around and the big nasty may've taken their valuables with them, but the big nasty doesn't have to actually be around right now just because the module says so or earlier plans say so. Or the area could just be warded at the time and inaccessible, even.
Or they could be adventurers and risk their lives adventuring . . .
Arkhandus said:
Nobody has fun when the next random room in the dungeon holds Iklarazoth the Half-Fiendish Mind Flayer Psion/Pyrokineticist, and the PCs are only a band of 5 4th-level heroes.
Really? We're all first edition veterans. Some of our fondest gaming memories are the big, bad tough fights we somehow survived. The most ridiculously tough? In Oriental Adventures, when were 4th or 5th level, somebody destroyed an altar of Demogorgon. The old boy himself gated in (on a random roll where we got very unlucky), but San Shei the samurai fired 4 arrows at him (I don't remember the rules that allowed that, but whatever) and the player rolled 4 straight natch 20's (natch 20 = crit under typical house rules at the time), to everyone's amazement. Demogorgon gated back out before he killed any of us! Much much more fun than an easy fight.
Of course, AD&D had much "easier" rules for mismatch encounters like that . . .
Arkhandus said:
A bunch of Shadows, really, would probably lash out and kill one PC at a time
I role played the monsters . . . what would an Int 6 monster with a personality that is "Natural enemies of all that lives, shadows are aggressive and predatory. They are quick to strike" do when two of its number stand up and get wack-a-moled? My answer was: swarm the enemy -- kill them, kill them all!
Pretty much all the PC's were attacking them, and most were doing damage (or missing only because of incorporealness), so I had each of them attack the nearest PC to where they popped up.
Arkhandus said:
Sorry, but since my first and more polite posts in the D&D Rules forum were already horribly misconstrued as being rude and inflammatory by a few posters, who subsequently insulted and harassed me for it, I'm not going to bother trying to be utterly and unmistakably nice/polite in every post. I hardly ever bother to read or post to the D&D Rules forum, but I'm so bored lately that I somehow end up here after reading the General and House Rules forums. If people are determined to make me out as some kinda jerk, I may as well play devil's advocate or be blunt in pointing out problems/gaps in things. Critics still help somewhat in their own way.
I'll go now.
OK. Well, I'll admit somethings you said upset me, but it's pretty interesting to be questioned on how I/my players do things. Our group definitely wasn't at our best in this fight, but I don't think we're a bunch of numbskulls, though I can see why you do.
Part of it just that we're looking for different things out of the game, perhaps. It may be a generational thing about how we grew up with D&D . . . we're deep role-players, but bash in the door and smash the enemy warriors. We get our kicks not from subtly doing a good build of a character with a lot of optional rules and then stacking spells to get results. We get it more from having a character with non-rules based quirks: one is from a bronze age culture, one is a nobleman, the monk was petrified for 200 years has an 18 Int (I saw him roll it) and is a bit of an intellectual/pacificist, except when he decides to fight. All have rules that are straight PHB (well, the bronze-age character has some appropriate feats from the NBOF, but they have to make sense from Greek warfare to get in -- I looked it up in history books, not rulebooks to see if it made sense). And then we like to take those characters into a good story that makes sense mythologically, rather than being D&Dish. And then we like to kill the baddies and rescue the good folks or do the other story-things. I think that's a very 1st editiony attitude to the game, since in general it's less concerned with rules, balance, builds, etc., and more about swashbuckling, freebooting heroic adventure "feel".