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Rule of Three 2/28
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<blockquote data-quote="Hussar" data-source="post: 5834833" data-attributes="member: 22779"><p>The simple answer is, the kobolds go where? They pick up and leave their nice secure lair. Ok, fair enough. Now, you can simply track that group of kobolds that is now fleeing overland, burdened by their treasure, and pick them off at your leisure. They've got less than a 6 hour head start on you. The bonuses to tracking a group that large are huge (after all, if it was just a small group, then there would be no point in resting) and with such a short head start, it's not like the kobolds can mount any serious defenses.</p><p></p><p>Plus, now the kobolds are all in one nice neat package with all their most valuable treasures in one place. Perfect for the nova-group that loves the 10 minute adventuring day - they get to bring all their firepower for maximum effect. </p><p></p><p>So, no, your solution doesn't actually work. Not if the DM is being fair. Wandering monsters don't really work here either. Why is the heavily armed party with no treasure being attacked by that wandering group of ogres, but the fleeing group of kobolds laden with treasure get a free pass? The "believability" factor falls flat on its face.</p><p></p><p>Look at it this way. Say a given dungeon crawl has 15 encounters - mostly combat with a sprinkling of traps. The maximum amount of time the 10 MAD group can take to clean that out is 15 days. But, the speedy group is going to take 4 days (4 encounters/day). That's only a difference of eleven days, maximum. Realistically, the difference is probably closer to 3-5 days. Not enough to make any significant difference. I mean, over the course of a 20 level campaign, you're talking a difference of a handful of months. Again, not enough to be significant.</p><p></p><p>There's a reason groups adopt 10 MAD. It's a very, very strong tactic. You bring maximum firepower to every single encounter, which, let's be honest, is a good tactic. The cost in time typically isn't enough to make any real difference. Unless your campaign is the D&D version of 24, adding 3 to 5 days to an adventure isn't going to have any impact at all. And most of the "solutions" actually play directly into making 10 MAD groups even stronger.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5834833, member: 22779"] The simple answer is, the kobolds go where? They pick up and leave their nice secure lair. Ok, fair enough. Now, you can simply track that group of kobolds that is now fleeing overland, burdened by their treasure, and pick them off at your leisure. They've got less than a 6 hour head start on you. The bonuses to tracking a group that large are huge (after all, if it was just a small group, then there would be no point in resting) and with such a short head start, it's not like the kobolds can mount any serious defenses. Plus, now the kobolds are all in one nice neat package with all their most valuable treasures in one place. Perfect for the nova-group that loves the 10 minute adventuring day - they get to bring all their firepower for maximum effect. So, no, your solution doesn't actually work. Not if the DM is being fair. Wandering monsters don't really work here either. Why is the heavily armed party with no treasure being attacked by that wandering group of ogres, but the fleeing group of kobolds laden with treasure get a free pass? The "believability" factor falls flat on its face. Look at it this way. Say a given dungeon crawl has 15 encounters - mostly combat with a sprinkling of traps. The maximum amount of time the 10 MAD group can take to clean that out is 15 days. But, the speedy group is going to take 4 days (4 encounters/day). That's only a difference of eleven days, maximum. Realistically, the difference is probably closer to 3-5 days. Not enough to make any significant difference. I mean, over the course of a 20 level campaign, you're talking a difference of a handful of months. Again, not enough to be significant. There's a reason groups adopt 10 MAD. It's a very, very strong tactic. You bring maximum firepower to every single encounter, which, let's be honest, is a good tactic. The cost in time typically isn't enough to make any real difference. Unless your campaign is the D&D version of 24, adding 3 to 5 days to an adventure isn't going to have any impact at all. And most of the "solutions" actually play directly into making 10 MAD groups even stronger. [/QUOTE]
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