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"Unscaled Adventures" -- good, bad or ugly?
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<blockquote data-quote="Deadguy" data-source="post: 1366163" data-attributes="member: 2480"><p>Yes, I've encountered this problem - the same applies if you have Small PCs in the party too. If you have access to the appropriate magic items then this can be overcome, but the Run feat starts to look interesting. Depending on the enemy, scattering the party and drawing its attention to someone with better speed can get a monster of everyone else's back.</p><p> </p><p> But I tend to agree that if the DM intends this encounter to be one that the PCs flee from, it behooves him to make this possible, using behaviour, terrain and perhaps treasures. If he doesn't think this through, and puts something terrible in 'for verisimilitude', then it's really just arbitrary PC execution.</p><p> </p><p> </p><p> I think there are quite a few other ways to deal with these clues. D&D3.5 gives us guidelines for using Knowledge skills to know something about a variety of monsters, and even a basic roll can give a 'most people flee from this thing when they encounter it!' clue.</p><p> </p><p> But I think you are right that it can get wearisome for both DM and players to flag these things without just out-and-out telling the players. The standard argument is that players should always assume that something <em>is</em> very dangerous until proven otherwise, and develop tactics accordingly. That, certainly, is how the game started out (read EGG's descriptions of play to get a feel for this style). But not everyone wants to play a game where the party better play like a Special Forces squad or they die. For a more 'fun' romp, this flagging of monsters has to be explicit. And no-one can say this style is wrong: some of us want to escape from worries when we play! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Deadguy, post: 1366163, member: 2480"] Yes, I've encountered this problem - the same applies if you have Small PCs in the party too. If you have access to the appropriate magic items then this can be overcome, but the Run feat starts to look interesting. Depending on the enemy, scattering the party and drawing its attention to someone with better speed can get a monster of everyone else's back. But I tend to agree that if the DM intends this encounter to be one that the PCs flee from, it behooves him to make this possible, using behaviour, terrain and perhaps treasures. If he doesn't think this through, and puts something terrible in 'for verisimilitude', then it's really just arbitrary PC execution. I think there are quite a few other ways to deal with these clues. D&D3.5 gives us guidelines for using Knowledge skills to know something about a variety of monsters, and even a basic roll can give a 'most people flee from this thing when they encounter it!' clue. But I think you are right that it can get wearisome for both DM and players to flag these things without just out-and-out telling the players. The standard argument is that players should always assume that something [i]is[/i] very dangerous until proven otherwise, and develop tactics accordingly. That, certainly, is how the game started out (read EGG's descriptions of play to get a feel for this style). But not everyone wants to play a game where the party better play like a Special Forces squad or they die. For a more 'fun' romp, this flagging of monsters has to be explicit. And no-one can say this style is wrong: some of us want to escape from worries when we play! :) [/QUOTE]
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"Unscaled Adventures" -- good, bad or ugly?
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