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Rule of Three 2/28
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<blockquote data-quote="Jack Daniel" data-source="post: 5835017" data-attributes="member: 694"><p>I've never understood the idea that the 15MAD is a bug rather than a feature. I just don't see it.</p><p></p><p>If the party of adventurers goes down into the dungeon, and on the first encounter they get into so much trouble that the magic-user has to "go nova" to bail their bacon out of the fire, and then the cleric uses up all his healing spells at the end of it... sure, I'd expect that those adventurers would go running back to town with their tails between their legs, hands still empty of any noteworthy treasure, and every last one of them probably feeling like utter failures in the "professional adventuring treasure-hunter" department.</p><p></p><p>Now, let's say on the other hand that the players get "cute" and start using the "one room, retreat and rest" thing as a tactic for clearing the dungeon. If the players are creeping through the dungeon that slowly, any DM worthy of the name is going to start repopulating the already-explored rooms with *other* monsters that move in on the newly emptied turf. This isn't just "roll more wandering monsters"; it's "the kobolds on level 2a start to organize, building more traps and barriers, and guarding their lair in rotating shifts; the troll that used to live on level three, meanwhile, starts haunting the upper rooms; and that evil death-cult from two towns over finds this a particularly perspicacious time to move into the ruins and start animating semi-intelligent undead."</p><p></p><p>Players who dwaddle do pay for it, even in a megadungeoncrawl where they're explicitly the ones controlling the pace of exploration.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 5835017, member: 694"] I've never understood the idea that the 15MAD is a bug rather than a feature. I just don't see it. If the party of adventurers goes down into the dungeon, and on the first encounter they get into so much trouble that the magic-user has to "go nova" to bail their bacon out of the fire, and then the cleric uses up all his healing spells at the end of it... sure, I'd expect that those adventurers would go running back to town with their tails between their legs, hands still empty of any noteworthy treasure, and every last one of them probably feeling like utter failures in the "professional adventuring treasure-hunter" department. Now, let's say on the other hand that the players get "cute" and start using the "one room, retreat and rest" thing as a tactic for clearing the dungeon. If the players are creeping through the dungeon that slowly, any DM worthy of the name is going to start repopulating the already-explored rooms with *other* monsters that move in on the newly emptied turf. This isn't just "roll more wandering monsters"; it's "the kobolds on level 2a start to organize, building more traps and barriers, and guarding their lair in rotating shifts; the troll that used to live on level three, meanwhile, starts haunting the upper rooms; and that evil death-cult from two towns over finds this a particularly perspicacious time to move into the ruins and start animating semi-intelligent undead." Players who dwaddle do pay for it, even in a megadungeoncrawl where they're explicitly the ones controlling the pace of exploration. [/QUOTE]
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