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General Tabletop Discussion
*Dungeons & Dragons
"Once an encounter begins, I will make changes to it for balance, fun, or rules reasons." (a poll)
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<blockquote data-quote="Helldritch" data-source="post: 8726768" data-attributes="member: 6855114"><p>For me, "pulling punches" means lowering the number of monsters, making them suddenly flee for no reasons, fudging die roll and such. Making bad tactical decisions "voluntarily" might go into that line of thought too if you really insist. But not in my book.</p><p></p><p>Monsters/foes will keep fighting to maximum efficiency anyways. If I hit, I hit. If a crit lands. It will land. If I roll 12 damage on 2d6, it will be 12 damage, even if it means killing a character outright. On this, I will not budge one iota. Monsters will not flee if they are "winning", but if winning means taking a shot at a hated leader/rival in the fight, why not? These are enhancing the game and make it more "alive" and believable. This is the kind of things we have in novels. Hey I was watching the old Riddick movie last night with my wife (the second one) and the second in command, when seeing his lord wounded, decided to try his luck and tried to kill the Lord Commander. Of course, the Lord dodged but was killed by the wounded and exhausted Riddick who took the opportunity of the fleeing Lord to put a dagger into his skull. This is what I mean by making bad tactical decisions. It must fit into the narrative or else I will not budge.</p><p></p><p>And orc (or whatever) seeing his leader wounded might try to take advantage of it, especially if "his" side is about to win. Evil often turns upon itself. We see that so often. But if there are no reasons for a creature to make bad tactical decisions, there won't be any. A dragon will not ignore the healer or the most dangerous threat even if it means to TPK a group. There must be a narrative incentive/logic to do it. Otherwise, tough luck people.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8726768, member: 6855114"] For me, "pulling punches" means lowering the number of monsters, making them suddenly flee for no reasons, fudging die roll and such. Making bad tactical decisions "voluntarily" might go into that line of thought too if you really insist. But not in my book. Monsters/foes will keep fighting to maximum efficiency anyways. If I hit, I hit. If a crit lands. It will land. If I roll 12 damage on 2d6, it will be 12 damage, even if it means killing a character outright. On this, I will not budge one iota. Monsters will not flee if they are "winning", but if winning means taking a shot at a hated leader/rival in the fight, why not? These are enhancing the game and make it more "alive" and believable. This is the kind of things we have in novels. Hey I was watching the old Riddick movie last night with my wife (the second one) and the second in command, when seeing his lord wounded, decided to try his luck and tried to kill the Lord Commander. Of course, the Lord dodged but was killed by the wounded and exhausted Riddick who took the opportunity of the fleeing Lord to put a dagger into his skull. This is what I mean by making bad tactical decisions. It must fit into the narrative or else I will not budge. And orc (or whatever) seeing his leader wounded might try to take advantage of it, especially if "his" side is about to win. Evil often turns upon itself. We see that so often. But if there are no reasons for a creature to make bad tactical decisions, there won't be any. A dragon will not ignore the healer or the most dangerous threat even if it means to TPK a group. There must be a narrative incentive/logic to do it. Otherwise, tough luck people. [/QUOTE]
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Community
General Tabletop Discussion
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"Once an encounter begins, I will make changes to it for balance, fun, or rules reasons." (a poll)
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