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Tucker's Kobolds -- really that tough a challenge?
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<blockquote data-quote="WayneLigon" data-source="post: 4619452" data-attributes="member: 3649"><p>The premise here is that an intelligently-run monster group is vastly more dangerous than it's hit dice would suggest. Kobolds are a great example because people assume that they're worthless monsters, fit only to give some 1st level PCs some XP. They're jokes. Except when you take the time to make them not jokes.</p><p></p><p>You may be used to PCs wading into a group of monsters and laying waste to them because the PCs behave like they've been trained by the SAS and the monsters just sit there and take it. The idea here is that you have a group of monsters that don't just sit there and take it. It's not a matter of them magically knowing and exploiting the PC's weakspots and holes in their defenses, it's about playing a monster intelligently and competantly so it doesn't matter what those defenses are. People talk about how 1E forced PCs to be better players and all that rot, well stuff like that forces them to <em>prove </em>it once in a while. </p><p></p><p>Your 9th level wizard with cloudkill has to get that spell off first. All it takes is a couple kobolds with a wire noose that drops from the ceiling and your wizard is helpless and unable to cast spells while they jab a couple 1E save-or-die poisoned spears in him. Cloudkill? They see it kill a couple kobolds and then they pull back to higher tunnels, letting the heavier-than-air cloudkill pool into the lowest room they have. If this has been used on them before, then they also rig a trapdoor in that room so that when you pass under it two levels down it opens and the party chokes to death on it's own cloudkill.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4619452, member: 3649"] The premise here is that an intelligently-run monster group is vastly more dangerous than it's hit dice would suggest. Kobolds are a great example because people assume that they're worthless monsters, fit only to give some 1st level PCs some XP. They're jokes. Except when you take the time to make them not jokes. You may be used to PCs wading into a group of monsters and laying waste to them because the PCs behave like they've been trained by the SAS and the monsters just sit there and take it. The idea here is that you have a group of monsters that don't just sit there and take it. It's not a matter of them magically knowing and exploiting the PC's weakspots and holes in their defenses, it's about playing a monster intelligently and competantly so it doesn't matter what those defenses are. People talk about how 1E forced PCs to be better players and all that rot, well stuff like that forces them to [I]prove [/I]it once in a while. Your 9th level wizard with cloudkill has to get that spell off first. All it takes is a couple kobolds with a wire noose that drops from the ceiling and your wizard is helpless and unable to cast spells while they jab a couple 1E save-or-die poisoned spears in him. Cloudkill? They see it kill a couple kobolds and then they pull back to higher tunnels, letting the heavier-than-air cloudkill pool into the lowest room they have. If this has been used on them before, then they also rig a trapdoor in that room so that when you pass under it two levels down it opens and the party chokes to death on it's own cloudkill. [/QUOTE]
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Tucker's Kobolds -- really that tough a challenge?
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