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Number of Encounters by Level Per Day
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<blockquote data-quote="Skallgrim" data-source="post: 5017588" data-attributes="member: 79271"><p>This is a good point, and why, even though I use the published modules, I take a LOT of time to look at them and rework stuff as necessary. If it would make sense for the enemy to do something, I either want them to do it, or rewrite the module so that it doesn't make sense for them to do it.</p><p></p><p>In regards to, say, the Chamber of Eyes fight in Thunderspire, the bandits in one room did not come out to assist the other bandits, but they instead made their own area much more defensible (overturned tables, blocked areas, etc). Then they and the slavers in the adjacent room planned a fighting retreat. Whichever room got entered, the bandits and slavers would fight them there, and retreat into the next room as they became bloodied.</p><p></p><p>This created a great situation where people fell back as they got hurt, even thought they weren't defeated.</p><p></p><p>The only problem was the PCs, who found the defended position of their enemies frustrating, decided to (DURING THE FIGHT) pull back half of their forces and scout an adjacent room. Of course, that room was where the remaining enemies and bloodied enemies had retreated!</p><p></p><p>I don't make any 'gentleman's' agreements for my enemies. On the other hand, my enemies also don't get any metagame knowledge of character levels either. The duergar don't guard the one door with every single man, armed with crossbows, though that would be effective, because SO FAR, no band of 5 nutjobs has ever been able to breach the gate when it was guarded by 5 orcs.</p><p></p><p>I do agree, though, most emphatically, with the desire that the published adventures would be written with a bit more care, so that highly untenable combats would be avoided through good construction, rather than 'dumb monster' tactics or careful rewriting.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 5017588, member: 79271"] This is a good point, and why, even though I use the published modules, I take a LOT of time to look at them and rework stuff as necessary. If it would make sense for the enemy to do something, I either want them to do it, or rewrite the module so that it doesn't make sense for them to do it. In regards to, say, the Chamber of Eyes fight in Thunderspire, the bandits in one room did not come out to assist the other bandits, but they instead made their own area much more defensible (overturned tables, blocked areas, etc). Then they and the slavers in the adjacent room planned a fighting retreat. Whichever room got entered, the bandits and slavers would fight them there, and retreat into the next room as they became bloodied. This created a great situation where people fell back as they got hurt, even thought they weren't defeated. The only problem was the PCs, who found the defended position of their enemies frustrating, decided to (DURING THE FIGHT) pull back half of their forces and scout an adjacent room. Of course, that room was where the remaining enemies and bloodied enemies had retreated! I don't make any 'gentleman's' agreements for my enemies. On the other hand, my enemies also don't get any metagame knowledge of character levels either. The duergar don't guard the one door with every single man, armed with crossbows, though that would be effective, because SO FAR, no band of 5 nutjobs has ever been able to breach the gate when it was guarded by 5 orcs. I do agree, though, most emphatically, with the desire that the published adventures would be written with a bit more care, so that highly untenable combats would be avoided through good construction, rather than 'dumb monster' tactics or careful rewriting. [/QUOTE]
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