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rogue-bladesinger?
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<blockquote data-quote="auburn2" data-source="post: 8175771" data-attributes="member: 6855259"><p>This is such BS and you know it. Even with good rolls where I kill all four orcs (which is odd since our rolls are terrible until now) and if I advance and threaten both orogs, I only get one OA and 1 orog still gets away EVERY SINGLE TIME. There is no way at all to keep him, even if it is only 1, from leaving and raising the alarm. I fireball, get lucky and kill every single orc, the two orogs flee. I get an OA on one of them and get lucky again and hit so he can't move (and by the way the only reason I can stop this one is because I took the "useless" sentinel feat). Even if I do both of those things and get great rolls on the fireball, and good rolls on the OA, one Orog still escapes through the other door to raise the alarm. With the other party members all the way back in the hall 50+ feet away from the door they can't get to him. The only way it doesn't happen is if they decide not to flee if they are fireballed, and that is really what would have happened if I played this like you wanted me to play this, isn't it?</p><p></p><p>Bottom line here is <strong>you want your players to do what you want them to do and you will completely eliminate player agency</strong> to force that to happen. You want the fireball and so instead of playing the enemy from a mindset or basic strategy or plan you play them to punish the player if they don't do exactly what you want in the first round. If the enemies base strategy is to flee and raise the alarm as soon as they see any intruders, fine but that is not the mindset and it is not how you played it to start and it makes no sense that they would shift the strategy now in round 1 based on what was presented to them. If they fought for a round or two and got nowhere, and were getting annihilated (as they will likely) absolutely then it would make total sense to retreat and regroup, but not on seeing someone open a door.</p><p></p><p>You were all gung-ho on running into battle and downing the rogue in round 1 when they saw all four party members, and they were even going to go through the door and out into the hall to do it. Now that there is a lone elf in the doorway all 6 are all of a sudden going to flee? Not one or two to raise the alarm, but all six!</p></blockquote><p></p>
[QUOTE="auburn2, post: 8175771, member: 6855259"] This is such BS and you know it. Even with good rolls where I kill all four orcs (which is odd since our rolls are terrible until now) and if I advance and threaten both orogs, I only get one OA and 1 orog still gets away EVERY SINGLE TIME. There is no way at all to keep him, even if it is only 1, from leaving and raising the alarm. I fireball, get lucky and kill every single orc, the two orogs flee. I get an OA on one of them and get lucky again and hit so he can't move (and by the way the only reason I can stop this one is because I took the "useless" sentinel feat). Even if I do both of those things and get great rolls on the fireball, and good rolls on the OA, one Orog still escapes through the other door to raise the alarm. With the other party members all the way back in the hall 50+ feet away from the door they can't get to him. The only way it doesn't happen is if they decide not to flee if they are fireballed, and that is really what would have happened if I played this like you wanted me to play this, isn't it? Bottom line here is [B]you want your players to do what you want them to do and you will completely eliminate player agency[/B] to force that to happen. You want the fireball and so instead of playing the enemy from a mindset or basic strategy or plan you play them to punish the player if they don't do exactly what you want in the first round. If the enemies base strategy is to flee and raise the alarm as soon as they see any intruders, fine but that is not the mindset and it is not how you played it to start and it makes no sense that they would shift the strategy now in round 1 based on what was presented to them. If they fought for a round or two and got nowhere, and were getting annihilated (as they will likely) absolutely then it would make total sense to retreat and regroup, but not on seeing someone open a door. You were all gung-ho on running into battle and downing the rogue in round 1 when they saw all four party members, and they were even going to go through the door and out into the hall to do it. Now that there is a lone elf in the doorway all 6 are all of a sudden going to flee? Not one or two to raise the alarm, but all six! [/QUOTE]
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