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The Problem with Talking About D&D
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<blockquote data-quote="James Gasik" data-source="post: 8599237" data-attributes="member: 6877472"><p>I used the werewolf as an example because it came up in another thread, where we were discussing creature vulnerabilities and weaknesses. As I recall, someone said they wanted werewolves to be immune to non-silver weapons, which is when I pointed out that if you engage the werewolf unprepared, you are in trouble.</p><p></p><p>They said "oh well, you just run away" to which I replied "the werewolf can catch you."</p><p></p><p>Now could I use a better creature? Sure. It doesn't really matter though, if your group is deciding to cut and run, they are probably in bad shape. This is a player issue; many players don't have the experience to know when they should run at first glance. In fact, I'd go a step further and claim that many players think that any encounter they face is one they can win.</p><p></p><p>If you play a grittier game where running is common, everyone is savvy about sizing up their opposition, and you have set strategies to disengage from combat, you might not see the issue.</p><p></p><p>But everyone acts on their own initiative, so some people will run away, leaving a party member behind to get surrounded by monsters, <strong>unless the DM decides to allow combat to end</strong>.</p><p></p><p>I've only seen one group try to run. We were playing an AL mod called "One Thousand Tiny Cuts" or something like that. It was a tie-in for Tales From the Yawning Portal, specifically the Forge of Fury. The players found a cave of kobolds, and if they survive, they find a hidden entrance to the adventure (as there are several paths you can take).</p><p></p><p>The whole time, the group had been hounded by kobolds with blowguns who had narrow tunnels in the walls with hard to see archer slits, basically. The group had been fighting some other kobolds in a tunnel, and just as they started cleaning up, they started getting peppered by darts.</p><p></p><p>They decided to advance further into the cave, where they rounded the corner to find the leader of the Kobolds, a Sorcerer, and his cadre of Urds with rocks (really painful rocks, to be precise) that they would drop on you from above, and a big Kobold with a shield.</p><p></p><p>Because they were still in initiative, half the group was in line of sight to the Sorcerer, while the other half was not. This was probably a good thing, as these tier one characters found, to their horror, that the Kobold was the equivalent of a 6th level Draconic Sorcerer, and he had two third level spells. Haste and Fireball.</p><p></p><p>He opened with the fireball, and that's when the party decided it was a good idea to retreat. Given that the party still had to deal with the little jerk snipers, the DM left it in initiative.</p><p></p><p>They of course couldn't escape hasted kobolds, nor were they able to get out of range of the second fireball. Amazingly, the party won, but the losses were heavy. </p><p></p><p>You might say this was an outlier, but this is the kind of thing I have seen happen a lot, even if you wanted to run, there's not much ability for the entire party to get away without taking even more damage, at which point, you might be better off fighting til the end.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8599237, member: 6877472"] I used the werewolf as an example because it came up in another thread, where we were discussing creature vulnerabilities and weaknesses. As I recall, someone said they wanted werewolves to be immune to non-silver weapons, which is when I pointed out that if you engage the werewolf unprepared, you are in trouble. They said "oh well, you just run away" to which I replied "the werewolf can catch you." Now could I use a better creature? Sure. It doesn't really matter though, if your group is deciding to cut and run, they are probably in bad shape. This is a player issue; many players don't have the experience to know when they should run at first glance. In fact, I'd go a step further and claim that many players think that any encounter they face is one they can win. If you play a grittier game where running is common, everyone is savvy about sizing up their opposition, and you have set strategies to disengage from combat, you might not see the issue. But everyone acts on their own initiative, so some people will run away, leaving a party member behind to get surrounded by monsters, [B]unless the DM decides to allow combat to end[/B]. I've only seen one group try to run. We were playing an AL mod called "One Thousand Tiny Cuts" or something like that. It was a tie-in for Tales From the Yawning Portal, specifically the Forge of Fury. The players found a cave of kobolds, and if they survive, they find a hidden entrance to the adventure (as there are several paths you can take). The whole time, the group had been hounded by kobolds with blowguns who had narrow tunnels in the walls with hard to see archer slits, basically. The group had been fighting some other kobolds in a tunnel, and just as they started cleaning up, they started getting peppered by darts. They decided to advance further into the cave, where they rounded the corner to find the leader of the Kobolds, a Sorcerer, and his cadre of Urds with rocks (really painful rocks, to be precise) that they would drop on you from above, and a big Kobold with a shield. Because they were still in initiative, half the group was in line of sight to the Sorcerer, while the other half was not. This was probably a good thing, as these tier one characters found, to their horror, that the Kobold was the equivalent of a 6th level Draconic Sorcerer, and he had two third level spells. Haste and Fireball. He opened with the fireball, and that's when the party decided it was a good idea to retreat. Given that the party still had to deal with the little jerk snipers, the DM left it in initiative. They of course couldn't escape hasted kobolds, nor were they able to get out of range of the second fireball. Amazingly, the party won, but the losses were heavy. You might say this was an outlier, but this is the kind of thing I have seen happen a lot, even if you wanted to run, there's not much ability for the entire party to get away without taking even more damage, at which point, you might be better off fighting til the end. [/QUOTE]
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