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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Removing Pointless Death (+)
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<blockquote data-quote="Tessarael" data-source="post: 9782660" data-attributes="member: 12909"><p>Do you provide any forewarning or hints at the danger level to an encounter? For example, you could permit the party members entering the room an Insight check to realize that it is in fact quite dangerous, and permit them to change their course of action. You could also have deep claw marks on the walls nearby, or show a wererat in human form "magically" healing a scratch as the group enters.</p><p></p><p>Part of the issue seems to be tactical. A clever party will snipe from outside the room, ducking back into the corridor after firing, and position the party tanks to limit combatants exiting through the doorway to attack the softer party members. Walking into a room to be surrounded by enemy combatants is a bad idea.</p><p></p><p>Now if the players you have are not tactically clever, even after such problems and feedback as to how they could have handled it better, I suggest tailoring the encounters differently to them. Some players prefer non-grid based combatant, where you could just specify what is going on in the encounter without a battlemap - 4 wererats vs. 4 PCs, that's one wererat per PC, and each of them gets to fight it out, with some assistant from each other, but little care about where exactly things are positioned.</p><p></p><p>I will also note that sneak attack and ambushes can be really nasty. The damage output is high. So maybe go for tough enemies (more HP or higher AC if needed) that do less damage. At least with enemies that inflict damage more slowly, the party has the opportunity to rearrange how they are handling a bad situation, attempt to flee, etc.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9782660, member: 12909"] Do you provide any forewarning or hints at the danger level to an encounter? For example, you could permit the party members entering the room an Insight check to realize that it is in fact quite dangerous, and permit them to change their course of action. You could also have deep claw marks on the walls nearby, or show a wererat in human form "magically" healing a scratch as the group enters. Part of the issue seems to be tactical. A clever party will snipe from outside the room, ducking back into the corridor after firing, and position the party tanks to limit combatants exiting through the doorway to attack the softer party members. Walking into a room to be surrounded by enemy combatants is a bad idea. Now if the players you have are not tactically clever, even after such problems and feedback as to how they could have handled it better, I suggest tailoring the encounters differently to them. Some players prefer non-grid based combatant, where you could just specify what is going on in the encounter without a battlemap - 4 wererats vs. 4 PCs, that's one wererat per PC, and each of them gets to fight it out, with some assistant from each other, but little care about where exactly things are positioned. I will also note that sneak attack and ambushes can be really nasty. The damage output is high. So maybe go for tough enemies (more HP or higher AC if needed) that do less damage. At least with enemies that inflict damage more slowly, the party has the opportunity to rearrange how they are handling a bad situation, attempt to flee, etc. [/QUOTE]
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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Removing Pointless Death (+)
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