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Tucker's Kobolds -- really that tough a challenge?
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<blockquote data-quote="Bullgrit" data-source="post: 4618571" data-attributes="member: 31216"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4618035" target="_blank"> Kobolds as PCs...Why?! </a></p><p></p><p>Although the story is entertaining, I really don’t think the “regular kobolds, with 1-4 hp” could have been that deadly to the PCs (6th-12th level). Yes, I can see how they would not be a cake walk, with the honeycombed level and many murder holes, but really, it seems that the Players in the game were more bad at adventuring (and planning) than the kobolds were good at ambushing.</p><p></p><p>Can someone explain to me why this set up was such a terrible thing for the PCs. Especially since the PCs ostensibly knew what was coming.</p><p></p><p>And/or, for fun:</p><p></p><p>Say you are a party of AD&D1 adventurers about to pass through Tucker’s Kobolds’ territory. How do you get through with a minimum of trouble? </p><p></p><p>Assume a “standard” AD&D1 party of six level 9 PCs: </p><p>one fighter</p><p>one paladin</p><p>one cleric</p><p>one thief</p><p>one magic-user</p><p>one fighter/magic-user (level 8/8)</p><p></p><p>Bullgrit</p><p><a href="http://www.totalbullgrit.com" target="_blank">Total Bullgrit</a></p></blockquote><p></p>
[QUOTE="Bullgrit, post: 4618571, member: 31216"] Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4618035] Kobolds as PCs...Why?! [/url] Although the story is entertaining, I really don’t think the “regular kobolds, with 1-4 hp” could have been that deadly to the PCs (6th-12th level). Yes, I can see how they would not be a cake walk, with the honeycombed level and many murder holes, but really, it seems that the Players in the game were more bad at adventuring (and planning) than the kobolds were good at ambushing. Can someone explain to me why this set up was such a terrible thing for the PCs. Especially since the PCs ostensibly knew what was coming. And/or, for fun: Say you are a party of AD&D1 adventurers about to pass through Tucker’s Kobolds’ territory. How do you get through with a minimum of trouble? Assume a “standard” AD&D1 party of six level 9 PCs: one fighter one paladin one cleric one thief one magic-user one fighter/magic-user (level 8/8) Bullgrit [url=http://www.totalbullgrit.com]Total Bullgrit[/url] [/QUOTE]
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