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<blockquote data-quote="3catcircus" data-source="post: 1683075" data-attributes="member: 16077"><p>Thats probably what I'll have to do - I'm in the unfortunate position of not having time to home-brew everything, so I tend to take stock 1st/2nd edition adventures and convert the pieces from them I want to use. The issue in this case is that they *already* are at the inland sea - in FR, Telflamm is right on the Inner Sea...</p><p></p><p></p><p></p><p>Couple reasons - most of us already had bought some of the books - I'd have loved to do a Kalamar setting, or a Midnight setting, or a Ravenloft setting.</p><p></p><p></p><p></p><p>Hmm - well it is kinda hard to nerf them beforehand when I *never* customize my non-adversary NPCs (e.g. when fighting a tribe of gnolls, I'll only customize the Chieftain and the Shaman and leave all of the rest of them as the standard MM gnoll.) The only time I'll nerf them is *in* combat, and as a direct result of them attempting some kind of tactic that is blatantly asking to get whacked (e.g. drinking a potion when within 5' of an enemy during combat.)</p><p></p><p>As to the example of them complaining about my use of tactics or impossible encounters: I was running an adaptation of UK2 and UK3, set in The Moonshae Isles. I specifically set the Moonshaes to have a very Celtic/Welsh-conflicting-with-Vikings flavor and intentionally modelled them after Britain, since most of the canon (Ed's original vision of the Moonshaes in his unpublished version of FR notwithstanding.) Now - using flavor text from the 2nd edition Celts sourcebook and some historical texts, I decided that the majority of the weapons that could be found would be bronze and that you couldn't just walk into a shop and buy full plate or magic weapons - in a small village several days ride from the nearest large town. When they fought the perytons, they didn't have magic weapons. The tactical situation is an open courtyard with several doorways. The peryton tactics are to zoom-and-boom for a few rounds before going to ground. Instead of fighting from doorways or using a net or setting a tree on fire (there were two of them to chose from) for concealment, they stood out in the open. I took pity on one of them who, due to the luck of the dice, should have been dead. Now, why should I have changed these tactics to suit their tactics? Regardless of how intelligent or unintelligent an enemy is, even animals exhibit deviousness when attacking.</p><p></p><p>As to playing the monsters more intelligently - I was referring to my tendency to sometimes lose focus of the tactics *during* a combat - i.e. not using all of the monsters' attack forms, special abilities, etc.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1683075, member: 16077"] Thats probably what I'll have to do - I'm in the unfortunate position of not having time to home-brew everything, so I tend to take stock 1st/2nd edition adventures and convert the pieces from them I want to use. The issue in this case is that they *already* are at the inland sea - in FR, Telflamm is right on the Inner Sea... Couple reasons - most of us already had bought some of the books - I'd have loved to do a Kalamar setting, or a Midnight setting, or a Ravenloft setting. Hmm - well it is kinda hard to nerf them beforehand when I *never* customize my non-adversary NPCs (e.g. when fighting a tribe of gnolls, I'll only customize the Chieftain and the Shaman and leave all of the rest of them as the standard MM gnoll.) The only time I'll nerf them is *in* combat, and as a direct result of them attempting some kind of tactic that is blatantly asking to get whacked (e.g. drinking a potion when within 5' of an enemy during combat.) As to the example of them complaining about my use of tactics or impossible encounters: I was running an adaptation of UK2 and UK3, set in The Moonshae Isles. I specifically set the Moonshaes to have a very Celtic/Welsh-conflicting-with-Vikings flavor and intentionally modelled them after Britain, since most of the canon (Ed's original vision of the Moonshaes in his unpublished version of FR notwithstanding.) Now - using flavor text from the 2nd edition Celts sourcebook and some historical texts, I decided that the majority of the weapons that could be found would be bronze and that you couldn't just walk into a shop and buy full plate or magic weapons - in a small village several days ride from the nearest large town. When they fought the perytons, they didn't have magic weapons. The tactical situation is an open courtyard with several doorways. The peryton tactics are to zoom-and-boom for a few rounds before going to ground. Instead of fighting from doorways or using a net or setting a tree on fire (there were two of them to chose from) for concealment, they stood out in the open. I took pity on one of them who, due to the luck of the dice, should have been dead. Now, why should I have changed these tactics to suit their tactics? Regardless of how intelligent or unintelligent an enemy is, even animals exhibit deviousness when attacking. As to playing the monsters more intelligently - I was referring to my tendency to sometimes lose focus of the tactics *during* a combat - i.e. not using all of the monsters' attack forms, special abilities, etc. [/QUOTE]
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