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there aren't enough slow Dwarves with Axes! ;)
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<blockquote data-quote="knasser" data-source="post: 6957519" data-attributes="member: 65151"><p>You may have answered your own question. I can't speak for Capn but a lot of games tend towards realism and being player driven. Both these things lead to battles frequently taking place in non-contrived locations. The villains are reactive, mobile. The PCs are too. If the villain finds the players are staying at an inn, they'll attack them there, not sit in their castle waiting whilst the PCs stir up rebellion. If the villain is sitting in her defensible castle, the PCs will wait until she has to leave for some purpose to try and get her at her weakest, rather than walk into an environment she controls. If I put my goblins in some underground cave, my players will just pile up a lot of fresh green wood at the entrance and build a bonfire to smoke them out and kill them as they flee.</p><p></p><p>Sometimes PCs will have to wade through a dungeon, but in a story-focused, more open game, both players and NPCs can manipulate circumstances in enough ways that it's hard to predict the environment and outdoor battles occur pretty regularly. Even when in a dungeon, I would expect my players to rapidly fall back or shift the location to passages or caverns that favoured them. Controlling your environment and where a battle takes place is basic tactics for my group.</p><p></p><p>Regardless how you run the game though, it's not good to have constraints where you don't need there to be constraints (e.g. system combat only works optimally in enclosed spaces). If it's not a problem for you then great. But I think this thread is really for people who do find it a problem and want to work on solutions.</p></blockquote><p></p>
[QUOTE="knasser, post: 6957519, member: 65151"] You may have answered your own question. I can't speak for Capn but a lot of games tend towards realism and being player driven. Both these things lead to battles frequently taking place in non-contrived locations. The villains are reactive, mobile. The PCs are too. If the villain finds the players are staying at an inn, they'll attack them there, not sit in their castle waiting whilst the PCs stir up rebellion. If the villain is sitting in her defensible castle, the PCs will wait until she has to leave for some purpose to try and get her at her weakest, rather than walk into an environment she controls. If I put my goblins in some underground cave, my players will just pile up a lot of fresh green wood at the entrance and build a bonfire to smoke them out and kill them as they flee. Sometimes PCs will have to wade through a dungeon, but in a story-focused, more open game, both players and NPCs can manipulate circumstances in enough ways that it's hard to predict the environment and outdoor battles occur pretty regularly. Even when in a dungeon, I would expect my players to rapidly fall back or shift the location to passages or caverns that favoured them. Controlling your environment and where a battle takes place is basic tactics for my group. Regardless how you run the game though, it's not good to have constraints where you don't need there to be constraints (e.g. system combat only works optimally in enclosed spaces). If it's not a problem for you then great. But I think this thread is really for people who do find it a problem and want to work on solutions. [/QUOTE]
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