jodyjohnson
Adventurer
First off, I think KDs issue highlight one of the problems I have with optimized play. If the goal is to win, then the obvious solution is to stack things in your favor: more healing, prevent damage, make sure you hit, make sure the enemy doesn't hit, control the enemy playbook, while running your own plays.
And the end result is a 40-7 blowout. Fun to play a few times, rarely fun to watch. If the goal is to make sure nothing bad happens, then it's not surprising to find that nothing interesting happens.
I'm more of a "let's see what happens", and "let the dice decide what happens" player/DM. I think Lair Assault was great for that. Disjointed party of strangers, random characters, only moderately experienced DM, low level where dice make more impact. And we TPK'd. I could play it 4-6 more times and it would play out differently each time (I mean we'd TPK in a different order).
When I first heard about Lair Assault I assumed it would be more of a build a team and then play a new scenario every week and see how you did through the season (ala "we went 5/12 for success with this group of characters").
Instead it's more of a play as many times as you can stomach and see what happens - the characters then get more finely tuned each week and the DM shifts things around.
I see it as turning Encounters noobs and role-players into KD-grade tacticians. It's also fuel for developing more tactical DMs.
And the end result is a 40-7 blowout. Fun to play a few times, rarely fun to watch. If the goal is to make sure nothing bad happens, then it's not surprising to find that nothing interesting happens.
I'm more of a "let's see what happens", and "let the dice decide what happens" player/DM. I think Lair Assault was great for that. Disjointed party of strangers, random characters, only moderately experienced DM, low level where dice make more impact. And we TPK'd. I could play it 4-6 more times and it would play out differently each time (I mean we'd TPK in a different order).
When I first heard about Lair Assault I assumed it would be more of a build a team and then play a new scenario every week and see how you did through the season (ala "we went 5/12 for success with this group of characters").
Instead it's more of a play as many times as you can stomach and see what happens - the characters then get more finely tuned each week and the DM shifts things around.
I see it as turning Encounters noobs and role-players into KD-grade tacticians. It's also fuel for developing more tactical DMs.
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