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The Most Meta Party to Make the DM Cry?
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<blockquote data-quote="kigmatzomat" data-source="post: 9872465" data-attributes="member: 9254"><p>I think the </p><p></p><p>Agreed, but again, I posited time constraints should be limited to bosses for the most part. So it should NOT be "constant, never-ending, never-fading time pressure". There should be a lot of scenarios where there are opportunities to take a break/rest (though it does let enemies recover and react). </p><p></p><p></p><p></p><p>I pointed out that not all foes are able (or willing) to flee and <em>those</em>, rationally, should fight back. Which changes the equations. If there are more baddies, they can afford to sleep in shifts to harass the PCs. It means those troops will be asleep/degraded when the PCs act, but if 15% of the baddies can inhibit 100% of the PCs, its a valid trade. So then the PCs have to retreat further back to rest, which gives the baddies more opportunities to rebuild/reinforce. </p><p></p><p>Actions have consequences. The baddies were bad so PCs arrived and carved through a lot of them. The PCs rested so the baddies harassed them while setting new traps.</p><p></p><p></p><p></p><p>Which is a-ok, if people are fine in the baddie getting away to fight another day. I mean, the "big bad" getting away is usually the norm, isn't it? That's what makes them the "big" bad. The classic stunt for the big bad is to do something to innocents, distracting PCs, so they can flee. Setting an orphanage on fire, suspending a princess over a hungry monster, throwing a sack of kittens in a river, etc.</p><p></p><p>I'm OK with my players fleeing from a foe. I'm OK with them deciding to take a rest because they think they can't survive unless they rest. I'm OK with the baddie getting away. I'm OK if they beat the baddie. </p><p></p><p>The only thing I'm not OK with is when the baddies' actions don't make sense. So the players rest and....the bad guys just wait around? No counter-attack? Not running away? No new traps or dead falls? That's the province of video games, not TTRPGs. And not the majority of video games. Most times the baddies reset.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9872465, member: 9254"] I think the Agreed, but again, I posited time constraints should be limited to bosses for the most part. So it should NOT be "constant, never-ending, never-fading time pressure". There should be a lot of scenarios where there are opportunities to take a break/rest (though it does let enemies recover and react). I pointed out that not all foes are able (or willing) to flee and [i]those[/i], rationally, should fight back. Which changes the equations. If there are more baddies, they can afford to sleep in shifts to harass the PCs. It means those troops will be asleep/degraded when the PCs act, but if 15% of the baddies can inhibit 100% of the PCs, its a valid trade. So then the PCs have to retreat further back to rest, which gives the baddies more opportunities to rebuild/reinforce. Actions have consequences. The baddies were bad so PCs arrived and carved through a lot of them. The PCs rested so the baddies harassed them while setting new traps. Which is a-ok, if people are fine in the baddie getting away to fight another day. I mean, the "big bad" getting away is usually the norm, isn't it? That's what makes them the "big" bad. The classic stunt for the big bad is to do something to innocents, distracting PCs, so they can flee. Setting an orphanage on fire, suspending a princess over a hungry monster, throwing a sack of kittens in a river, etc. I'm OK with my players fleeing from a foe. I'm OK with them deciding to take a rest because they think they can't survive unless they rest. I'm OK with the baddie getting away. I'm OK if they beat the baddie. The only thing I'm not OK with is when the baddies' actions don't make sense. So the players rest and....the bad guys just wait around? No counter-attack? Not running away? No new traps or dead falls? That's the province of video games, not TTRPGs. And not the majority of video games. Most times the baddies reset. [/QUOTE]
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