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<blockquote data-quote="Remathilis" data-source="post: 8233067" data-attributes="member: 7635"><p>Wouldn't be a day that ends in -y if you didn't. </p><p></p><p>Certainly, it wouldn't be fun if all the Darklords were CR 15+. However, D&D (even AD&D) has always had a heavier emphasis on combat than other RPGs and unfortunately, when your players have a hammer, they start looking for nails. A Darklord like Dominic or Ivana basically can't survive any encounter with a group of mildly competent PCs, and their primary attacks (domination, poison) are coin-flip Save-or-die effects. Sure, they can be masterminds in far-off towers working through middlemen and lackeys, but that ends up removing the personal component of the character. How much fun is it if the PCs never get to confront their tormentor, or if they do they end him in one sword blow?</p><p></p><p></p><p></p><p>Yes and no. Surely, Ravenloft wasn't about dungeon crawls or random encounters tables, but combat was still a pivotal part of the game. (NWPs were still a nascent method of non-combat skill use, and other non-combat skills were primarily bundled into the Thief class). Sure, you spent a lot of time building dread, atmosphere and wonder into your PCs, but when the werewolf finally showed himself you still ended up rolling for initiative. I6 captures that spirit perfectly. Sure, Strahd's castle is gloomy and atmospheric (and mostly devoid of combat encounters, save for random encounters, Strahd strikes and the occasional guardian) but eventually you encounter Strahd and dice come out and live-or-die you have a memorable encounter. Ultimately, D&D is still a game of heroics, even when wrapped in gothic finery. The Heroes are going to want to confront the monster.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8233067, member: 7635"] Wouldn't be a day that ends in -y if you didn't. Certainly, it wouldn't be fun if all the Darklords were CR 15+. However, D&D (even AD&D) has always had a heavier emphasis on combat than other RPGs and unfortunately, when your players have a hammer, they start looking for nails. A Darklord like Dominic or Ivana basically can't survive any encounter with a group of mildly competent PCs, and their primary attacks (domination, poison) are coin-flip Save-or-die effects. Sure, they can be masterminds in far-off towers working through middlemen and lackeys, but that ends up removing the personal component of the character. How much fun is it if the PCs never get to confront their tormentor, or if they do they end him in one sword blow? Yes and no. Surely, Ravenloft wasn't about dungeon crawls or random encounters tables, but combat was still a pivotal part of the game. (NWPs were still a nascent method of non-combat skill use, and other non-combat skills were primarily bundled into the Thief class). Sure, you spent a lot of time building dread, atmosphere and wonder into your PCs, but when the werewolf finally showed himself you still ended up rolling for initiative. I6 captures that spirit perfectly. Sure, Strahd's castle is gloomy and atmospheric (and mostly devoid of combat encounters, save for random encounters, Strahd strikes and the occasional guardian) but eventually you encounter Strahd and dice come out and live-or-die you have a memorable encounter. Ultimately, D&D is still a game of heroics, even when wrapped in gothic finery. The Heroes are going to want to confront the monster. [/QUOTE]
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