Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PC hit points vs Monster hit points
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 4707320" data-attributes="member: 82106"><p>Yes, of course, I bow to your obviously utterly superior knowledge and tactics. Our DM(s) are all just pushovers, etc. Whatever...</p><p></p><p>I could endlessly extend this debate ad-infinitum and yeah, I've got answers for all of your various scenarios. Will everything the party does work out perfectly? No, but being well equipped, having good backup plans, and using a lot more sophisticated tactics than those normally envisaged DO give you a huge advantage.</p><p></p><p>Let me take this gnoll ambush thing as an example. Yes, actually the rogue will almost certainly escape. He can run and double move, plus fey step is an option. So actually his movement potential is 16 squares. He can key his initial movement to the enemy as well, so unless you can manage to kill him off in the surprise round he's very unlikely to fail to get at least 80' back in the direction of help, and I would consider it unwise to scout 100's of feet ahead. If there are 7 gnolls down the hall then he IS certainly going to detect some of them, he's got a 75% chance to detect EACH ONE that is in his line of sight.</p><p></p><p>I could go on as to the type of equipment we typically carry as well. In a dungeon type of setting it includes things like a nice 6' long log with a number of holes carved into it and a set of sharpened stakes that can be inserted into the holes. That can be used to block off a hallway, used as a battering ram, or as an impromptu bridge over a pit, etc. Very useful. We also habitually carry a couple of large wooden barriers which can be set up as cover, dropped on top of inconvenient things we don't want to step on or neutralize at least some examples of difficult terrain. </p><p></p><p>Smoke is perfectly simple to create. Certainly it isn't going to be like a CS grenade your HRT seal team can carry, but some pitch, straw, etc will work reasonably well. That sort of stuff IS going to give you a significant edge in that kind of environment. </p><p></p><p>Now I know that you as the DM can simply hand wave away any possible advantage a party can create for itself, but if you object to what we do and call it all 'meta-gaming' then I certainly submit to you that the same argument goes for the DM in the other direction. I mean come on.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4707320, member: 82106"] Yes, of course, I bow to your obviously utterly superior knowledge and tactics. Our DM(s) are all just pushovers, etc. Whatever... I could endlessly extend this debate ad-infinitum and yeah, I've got answers for all of your various scenarios. Will everything the party does work out perfectly? No, but being well equipped, having good backup plans, and using a lot more sophisticated tactics than those normally envisaged DO give you a huge advantage. Let me take this gnoll ambush thing as an example. Yes, actually the rogue will almost certainly escape. He can run and double move, plus fey step is an option. So actually his movement potential is 16 squares. He can key his initial movement to the enemy as well, so unless you can manage to kill him off in the surprise round he's very unlikely to fail to get at least 80' back in the direction of help, and I would consider it unwise to scout 100's of feet ahead. If there are 7 gnolls down the hall then he IS certainly going to detect some of them, he's got a 75% chance to detect EACH ONE that is in his line of sight. I could go on as to the type of equipment we typically carry as well. In a dungeon type of setting it includes things like a nice 6' long log with a number of holes carved into it and a set of sharpened stakes that can be inserted into the holes. That can be used to block off a hallway, used as a battering ram, or as an impromptu bridge over a pit, etc. Very useful. We also habitually carry a couple of large wooden barriers which can be set up as cover, dropped on top of inconvenient things we don't want to step on or neutralize at least some examples of difficult terrain. Smoke is perfectly simple to create. Certainly it isn't going to be like a CS grenade your HRT seal team can carry, but some pitch, straw, etc will work reasonably well. That sort of stuff IS going to give you a significant edge in that kind of environment. Now I know that you as the DM can simply hand wave away any possible advantage a party can create for itself, but if you object to what we do and call it all 'meta-gaming' then I certainly submit to you that the same argument goes for the DM in the other direction. I mean come on. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PC hit points vs Monster hit points
Top