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<blockquote data-quote="Jan van Leyden" data-source="post: 5585551" data-attributes="member: 20307"><p>Just to add to this different points of view thing:</p><p></p><p></p><p></p><p>Then how do you run your old-school dungeons? I semi-randomly grabbed a room description from ToEE; it's room 27. of the moathouse dungeon:</p><p></p><p><strong>27. Recruits</strong></p><p></p><p><em>This is the lair of six bugbears, who have recently been recruited by the New Master (room 35). If any lights are shown in the chamber to the north, these creatures sneak forth quietly to investigate, gaining surprise on 1-3 (1d6).</em></p><p><em></em></p><p><em>The bugbears know only that the Master is quartered somewhere to the north. Each has 12 gp. The leader (17 hp) wears a bracelet, which is actually a silver necklace (worth 450 gp) set with five gems of chrysoprase (four small, worth 50 gp each, and one of larger size worth 100 gp).</em></p><p></p><p>The "chamber to the north" is the only access to this room, so chance are that the Buggies are warned by lights, take initiative, and a fight will start.</p><p></p><p>A fight usually ended with the monster party slain, so the possible hint may not reach the players. Let's use moral rules.</p><p></p><p>The bugbears' basic morale score would be 63%, the first check would occur when two monsters are dead with an effective morale score of 38%. The result needed for surrender would thus be 89 on a d%. The second check with three bugbears dead uses an effective score of 18%, so the GM would have to roll a 69+ on d% for the monsters to surrender.</p><p></p><p>In other words, played as written the PCs will probably kill the monsters and take their stuff.</p><p></p><p>And if the PCs are unlucky, get clobbered, and flee? According to the rules (case 3.B.) the bugbears are 40% likely to pursue. If they catch the PCs, well there are nor hints in the adventure nor rules for the bugbears, so they would continue fighting and perhaps achieve a TPK.</p><p></p><p>According to this description it sounds like a very bland encounter, certainly not the stuff players are talking about for years to come. Haven't it always been the individual touches a GM adds to an adventure - with some exceptions like ToH - which make it a really enjoyable experience? Does it really make a difference whether I add stuff in ToEE or change/remove stuff like in KotTW?</p><p></p><p>I don't think so.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 5585551, member: 20307"] Just to add to this different points of view thing: Then how do you run your old-school dungeons? I semi-randomly grabbed a room description from ToEE; it's room 27. of the moathouse dungeon: [B]27. Recruits[/B] [I]This is the lair of six bugbears, who have recently been recruited by the New Master (room 35). If any lights are shown in the chamber to the north, these creatures sneak forth quietly to investigate, gaining surprise on 1-3 (1d6). The bugbears know only that the Master is quartered somewhere to the north. Each has 12 gp. The leader (17 hp) wears a bracelet, which is actually a silver necklace (worth 450 gp) set with five gems of chrysoprase (four small, worth 50 gp each, and one of larger size worth 100 gp).[/I] The "chamber to the north" is the only access to this room, so chance are that the Buggies are warned by lights, take initiative, and a fight will start. A fight usually ended with the monster party slain, so the possible hint may not reach the players. Let's use moral rules. The bugbears' basic morale score would be 63%, the first check would occur when two monsters are dead with an effective morale score of 38%. The result needed for surrender would thus be 89 on a d%. The second check with three bugbears dead uses an effective score of 18%, so the GM would have to roll a 69+ on d% for the monsters to surrender. In other words, played as written the PCs will probably kill the monsters and take their stuff. And if the PCs are unlucky, get clobbered, and flee? According to the rules (case 3.B.) the bugbears are 40% likely to pursue. If they catch the PCs, well there are nor hints in the adventure nor rules for the bugbears, so they would continue fighting and perhaps achieve a TPK. According to this description it sounds like a very bland encounter, certainly not the stuff players are talking about for years to come. Haven't it always been the individual touches a GM adds to an adventure - with some exceptions like ToH - which make it a really enjoyable experience? Does it really make a difference whether I add stuff in ToEE or change/remove stuff like in KotTW? I don't think so. [/QUOTE]
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