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Tactical D&D, macro to micro. How do you handle it?
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<blockquote data-quote="Graf" data-source="post: 2884489" data-attributes="member: 3087"><p>Hmm.</p><p></p><p>Generally, as a player, I think that the lack of granularity to the world is a deterent to getting complex. Depending on the DM they may want to do a “you run through the wilderness”, spend 10 minutes on planning and rolling, 30 minutes on a short skirmish and cleanup, and then “So you approach your target” type stuff.</p><p></p><p>Having an area map, with different locations that could help or hinder the party, might be useful.</p><p></p><p>Example:</p><p>There is a stream, the water of which helps the just. The problem is that this effect only lasts for 3 hours (so if the group gets involved in a fight they lose time) or else it provides temporary hit points or gives +4 vs AC for the first 4 rounds of combat (i.e. any fight is going to make the bonus go away).</p><p>The party will want the effects during the first danagerous main-fight, which encourages stealth (or else having a small, fast moving group of barbarians and rogues bring the water to the groups basecamp)</p><p></p><p>OR</p><p>There is a group of savage and bestial gnolls to the west of the target location.</p><p>They do not molest the mine, itself. The hobgoblins are aware of the existence of the gnolls and will almost certainly use that to their advantage by only lightly patrolling the area (especially in the evenings when the gnolls are active).</p><p>A cunning group could slip through the gnolls area during the daytime, wait at the border until its nighttime and then have an undisrupted access to the target area.</p><p>Making this group something tough (savage gnolls, hill giants, or a small dragon) makes it clear to the group that this is a “to be by-passed” area.</p><p></p><p>Or if you want to include roleplaying perhaps the gnolls can be reasoned with (betray your allies and let us through, etc etc).</p><p></p><p>I would definitely stress the idea that there are too many hobgoblins to fight. So the group has to get in, get the hostages, and then get out (possibly retreat to a defensible area?). That way you could have an overland travel combat. The slower characters will need to hustle the whole time just to keep up with the hostages, but faster characters can move in and out of combat. Trailblaze ahead (and so forth).</p></blockquote><p></p>
[QUOTE="Graf, post: 2884489, member: 3087"] Hmm. Generally, as a player, I think that the lack of granularity to the world is a deterent to getting complex. Depending on the DM they may want to do a “you run through the wilderness”, spend 10 minutes on planning and rolling, 30 minutes on a short skirmish and cleanup, and then “So you approach your target” type stuff. Having an area map, with different locations that could help or hinder the party, might be useful. Example: There is a stream, the water of which helps the just. The problem is that this effect only lasts for 3 hours (so if the group gets involved in a fight they lose time) or else it provides temporary hit points or gives +4 vs AC for the first 4 rounds of combat (i.e. any fight is going to make the bonus go away). The party will want the effects during the first danagerous main-fight, which encourages stealth (or else having a small, fast moving group of barbarians and rogues bring the water to the groups basecamp) OR There is a group of savage and bestial gnolls to the west of the target location. They do not molest the mine, itself. The hobgoblins are aware of the existence of the gnolls and will almost certainly use that to their advantage by only lightly patrolling the area (especially in the evenings when the gnolls are active). A cunning group could slip through the gnolls area during the daytime, wait at the border until its nighttime and then have an undisrupted access to the target area. Making this group something tough (savage gnolls, hill giants, or a small dragon) makes it clear to the group that this is a “to be by-passed” area. Or if you want to include roleplaying perhaps the gnolls can be reasoned with (betray your allies and let us through, etc etc). I would definitely stress the idea that there are too many hobgoblins to fight. So the group has to get in, get the hostages, and then get out (possibly retreat to a defensible area?). That way you could have an overland travel combat. The slower characters will need to hustle the whole time just to keep up with the hostages, but faster characters can move in and out of combat. Trailblaze ahead (and so forth). [/QUOTE]
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Tactical D&D, macro to micro. How do you handle it?
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