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Rule of Three 2/28
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<blockquote data-quote="Hussar" data-source="post: 5834864" data-attributes="member: 22779"><p>Problem is, you've just played right into the 15 MAD's group's hands. You've grouped all the kobolds into one, nice, convenient place where the group can now use maximum firepower for maximum effect. So, we just mopped up the entire adventure in 3 days, instead of the 4 it would take the speedy group. Win! </p><p></p><p>Which, honestly, I think is what happens most of the time at many tables anyway. The players go in, hit the target once and fall back to rest - taking sufficient precautions that it's reasonable that they won't be disturbed. The DM reacts by moving most or all the forces forward to protect the location - again a perfectly reasonable reaction and quite believable. The party comes back, again, totally loaded for bear, smashes the largest group and then mops up the rest of the adventure.</p><p></p><p>Won't work for very large adventures, but, again, most adventures aren't that big - maybe half a dozen to a dozen linked locations. </p><p></p><p></p><p></p><p>Bingo. I'd hazard a guess that most DM's advance villainous plans at the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TravelingAtTheSpeedOfPlot" target="_blank">The Speed of Plot</a>. And, again, it's not all that unreasonable. You can't put too much pressure on the groups or they won't have any chance to succeed - not when a couple of unlucky die rolls eats up 50% of your resources. OTOH, once you relax the time limit, a couple of lucky die rolls and you're swimming in extra time.</p><p></p><p>My group did away with 15 MAD by doing away with out of combat clerical healing. Healing wands and those feats from Complete Arcane that let you cast all day long (the name of which escapes me) meant my group went from 2-3 encounters per day to 6-8.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5834864, member: 22779"] Problem is, you've just played right into the 15 MAD's group's hands. You've grouped all the kobolds into one, nice, convenient place where the group can now use maximum firepower for maximum effect. So, we just mopped up the entire adventure in 3 days, instead of the 4 it would take the speedy group. Win! Which, honestly, I think is what happens most of the time at many tables anyway. The players go in, hit the target once and fall back to rest - taking sufficient precautions that it's reasonable that they won't be disturbed. The DM reacts by moving most or all the forces forward to protect the location - again a perfectly reasonable reaction and quite believable. The party comes back, again, totally loaded for bear, smashes the largest group and then mops up the rest of the adventure. Won't work for very large adventures, but, again, most adventures aren't that big - maybe half a dozen to a dozen linked locations. Bingo. I'd hazard a guess that most DM's advance villainous plans at the [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/TravelingAtTheSpeedOfPlot]The Speed of Plot[/url]. And, again, it's not all that unreasonable. You can't put too much pressure on the groups or they won't have any chance to succeed - not when a couple of unlucky die rolls eats up 50% of your resources. OTOH, once you relax the time limit, a couple of lucky die rolls and you're swimming in extra time. My group did away with 15 MAD by doing away with out of combat clerical healing. Healing wands and those feats from Complete Arcane that let you cast all day long (the name of which escapes me) meant my group went from 2-3 encounters per day to 6-8. [/QUOTE]
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