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<blockquote data-quote="Christian" data-source="post: 252576" data-attributes="member: 381"><p>Geez. Tell me how they manage that, so I can share it with my group ...</p><p></p><p>Anyway, by my count, if Waldemar's tossing his two spells per round that he can throw with his <em>Haste</em> up, he's down to zero-level spells after one round, or two if he's a specialist. Of course, he spent the first round of combat buffing himself ... I'm sorry, but this would just not work out in the games I've played in. There's not generally anyplace safe to retreat <em>to</em>, or there's a time limit to achieving the goal of the adventure, or everyone just gets damn bored with fighting one monster and then running away ...</p><p></p><p>If everyone's as defense-oriented as you say, the solution is to make a situation where they have to go all-out and take some risks to succeed. It's not really that hard to do, especially for low- to mid-level characters. If there even <em>is</em> a 'primary combat' for an adventure, it should be buried behind lots of middlin' combats, and may not necessarily be obvious that it's the primary one. If they're constantly leaving and coming back to use the same tactics, the monsters will learn what they're about and start targeting the tactics. This isn't metagaming, it's playing the monsters as non-suicidal morons. And if the dragon is draggin' ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) the fair damsel away to its lair for a dinner date, it may not be interested in having that dinner tomorrow instead, after the party has rested & regained spells. (Pretty much this exact thing happened to my group in the adventure before last ... by the time we'd finished diddling around & stopping to rest and resupply, the person we were trying to rescue had expired. We eventually sent the bad guys on to their respective afterlives behind him, but it was a Pyrrhic victory at best ...)</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Christian, post: 252576, member: 381"] Geez. Tell me how they manage that, so I can share it with my group ... Anyway, by my count, if Waldemar's tossing his two spells per round that he can throw with his [i]Haste[/i] up, he's down to zero-level spells after one round, or two if he's a specialist. Of course, he spent the first round of combat buffing himself ... I'm sorry, but this would just not work out in the games I've played in. There's not generally anyplace safe to retreat [i]to[/i], or there's a time limit to achieving the goal of the adventure, or everyone just gets damn bored with fighting one monster and then running away ... If everyone's as defense-oriented as you say, the solution is to make a situation where they have to go all-out and take some risks to succeed. It's not really that hard to do, especially for low- to mid-level characters. If there even [i]is[/i] a 'primary combat' for an adventure, it should be buried behind lots of middlin' combats, and may not necessarily be obvious that it's the primary one. If they're constantly leaving and coming back to use the same tactics, the monsters will learn what they're about and start targeting the tactics. This isn't metagaming, it's playing the monsters as non-suicidal morons. And if the dragon is draggin' ( :D ) the fair damsel away to its lair for a dinner date, it may not be interested in having that dinner tomorrow instead, after the party has rested & regained spells. (Pretty much this exact thing happened to my group in the adventure before last ... by the time we'd finished diddling around & stopping to rest and resupply, the person we were trying to rescue had expired. We eventually sent the bad guys on to their respective afterlives behind him, but it was a Pyrrhic victory at best ...) Good luck! [/QUOTE]
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