avin
First Post
In The Hobbit, the party of dwarves seems to lose more fights than it wins.
It's proven that Hobbits/Halflings are just good to put a good party in trouble.
Die, halflings, die!!!




In The Hobbit, the party of dwarves seems to lose more fights than it wins.
That's a bit like saying that the choice to eat a four-cheese pasta, or a curry laksa, is bacially the same outside of flavour (both are starches smothered in fat). I mean, it's true (or near enough), but the flavour's a pretty big part of the whole enterprise.
(The reason it's not complletely true is because the two options might involve different elements of the action resolution mechanics - eg a skill challenge one way, a combat the other way - and this is not just a difference of flavour - the players might be better at one than the other, for example.)
There are other dimensions of thoughtfulness beside balancing risks against rewards.
One of my objections to the way that D&D adventures are normally structured is that I don't buy AT ALL that 99% of all bad guys would fight to the death. If you're a bandit and a band of adventurers are mowing through your crew, are you going to keep fighting and die too or are you going to run? Even dumb animals are likely to take the hint and run away.
By the same token, most players are TERRIBLE about knowing when to retreat or surrender. I see this as related. If DM's provide examples of enemies that will retreat or surrender when things turn against them, then players will be more likely to think to do the same.
I will concede that part of this is down to how the rules are structured. It is REALLY hard to run away if you don't have a movement or concealment-based spell or magic item. It'd almost be MORE realistic to collapse everything down to an "Escape" roll, where if you roll well enough you're able to escape to no further harm...
(And on a side note, I just reread the Hobbit, and man are those dwarves useless).
The GM's treatment of the situation made it worse then if I had simply fought to the death and had the character die.
I learned, don't surrender with that GM. Intelligent play is punished.