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Tucker's Kobolds -- really that tough a challenge?
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<blockquote data-quote="Edena_of_Neith" data-source="post: 4623619" data-attributes="member: 2020"><p>(muses)</p><p></p><p> I honestly believe Tucker's Kobolds were meant as primarily humor, and taken that way by the group who sent in the article to Dragon.</p><p> Why?</p><p></p><p> Because poison was so very lethal in OD&D, 1E, and 2E, and if the DM had really wanted Tucker's Kobolds to kill the party, it would have been simple enough:</p><p></p><p> DM: </p><p></p><p> A squadron of kobolds with readied hand crossbows with poisoned bolts appears. They have Surprise.</p><p> They all fire. 10 incoming poisoned bolts. 5 hit the fighter. Roll five saves versus Poison.</p><p> </p><p> (fighter fails 2 of them, dies.)</p><p></p><p> (initiative is rolled, group wins)</p><p></p><p> Group: (attacks the kobolds in hand to hand combat, begins killing them.)</p><p></p><p> DM: But now, 10 kobolds appear behind you, coming out of the Secret Entrance. They also have surprise, and they fire their posioned bolts from their hand crossbows.</p><p> 3 bolts hit the wizard. Make three saves versus poison.</p><p></p><p> (the wizard dies, party wheels to face the Wolf Pack assault)</p><p></p><p> DM: The kobolds who were originally in front of you, those still alive (after being struck at by the party and many downed by bolts from their own side), strike with poisoned blades at the backs of those who turned, and at the front.</p><p> Those from behind draw poisoned blades and charge.</p><p> Multiple poisoned hits on most of the party. Make your saves.</p><p></p><p> (most of the party dies)</p><p></p><p> ...</p><p></p><p> Real fun ... : (</p><p></p><p> Tucker's Kobolds were not played in this spirit. They were nasty, evil little critters, amusing, annoying, and downright mean, but hey, they were fun.</p><p> It is hard to imagine the above scenario as fun.</p><p></p><p> About the only way the above scenario could be fun is if ... the party was forewarned and threw a magical immunity to poison up first, or defensive spells that repelled bolts (Protection from Normal Arrows, 2nd level, in 2E), or were wearing really heavy armor and shields (+3 Plate Armor and +3 Shield, AC -6, AC 26 in 3E terms.)</p><p></p><p> In which case, it's still not funny. It's a deadly serious game of Kill or Be Killed, of the grimmest type.</p><p></p><p> DM: The kobolds appear.</p><p> One party member: My character cannot be surprised. She may roll for initiative.</p><p> DM: Roll!</p><p> Her: Improved Initiative and High Dex. I won the roll. Fireball!</p><p> DM: The kobolds are killed.</p><p> Party: We may now roll.</p><p> DM: Roll!</p><p> Party: Some roll high initiative.</p><p> DM: 10 more kobolds appear behind you.</p><p> Party fighter who won initiative: With initiative, I perform a Bull Rush. I try to knock as many down as possible. If I survive their attacks, I'll pull a Power Attack with Great Cleave.</p><p> Party cleric who won initiative: Ranged attack with Cause Serious Wounds, dumping Divine Metamagic into it to make it affect multiple opponents.</p><p> </p><p> Etc. Very serious, there. Not humorous as Tucker's Kobolds were meant to be.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 4623619, member: 2020"] (muses) I honestly believe Tucker's Kobolds were meant as primarily humor, and taken that way by the group who sent in the article to Dragon. Why? Because poison was so very lethal in OD&D, 1E, and 2E, and if the DM had really wanted Tucker's Kobolds to kill the party, it would have been simple enough: DM: A squadron of kobolds with readied hand crossbows with poisoned bolts appears. They have Surprise. They all fire. 10 incoming poisoned bolts. 5 hit the fighter. Roll five saves versus Poison. (fighter fails 2 of them, dies.) (initiative is rolled, group wins) Group: (attacks the kobolds in hand to hand combat, begins killing them.) DM: But now, 10 kobolds appear behind you, coming out of the Secret Entrance. They also have surprise, and they fire their posioned bolts from their hand crossbows. 3 bolts hit the wizard. Make three saves versus poison. (the wizard dies, party wheels to face the Wolf Pack assault) DM: The kobolds who were originally in front of you, those still alive (after being struck at by the party and many downed by bolts from their own side), strike with poisoned blades at the backs of those who turned, and at the front. Those from behind draw poisoned blades and charge. Multiple poisoned hits on most of the party. Make your saves. (most of the party dies) ... Real fun ... : ( Tucker's Kobolds were not played in this spirit. They were nasty, evil little critters, amusing, annoying, and downright mean, but hey, they were fun. It is hard to imagine the above scenario as fun. About the only way the above scenario could be fun is if ... the party was forewarned and threw a magical immunity to poison up first, or defensive spells that repelled bolts (Protection from Normal Arrows, 2nd level, in 2E), or were wearing really heavy armor and shields (+3 Plate Armor and +3 Shield, AC -6, AC 26 in 3E terms.) In which case, it's still not funny. It's a deadly serious game of Kill or Be Killed, of the grimmest type. DM: The kobolds appear. One party member: My character cannot be surprised. She may roll for initiative. DM: Roll! Her: Improved Initiative and High Dex. I won the roll. Fireball! DM: The kobolds are killed. Party: We may now roll. DM: Roll! Party: Some roll high initiative. DM: 10 more kobolds appear behind you. Party fighter who won initiative: With initiative, I perform a Bull Rush. I try to knock as many down as possible. If I survive their attacks, I'll pull a Power Attack with Great Cleave. Party cleric who won initiative: Ranged attack with Cause Serious Wounds, dumping Divine Metamagic into it to make it affect multiple opponents. Etc. Very serious, there. Not humorous as Tucker's Kobolds were meant to be. [/QUOTE]
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