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Want to shake things up: Doorways, Scouting, Caution
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<blockquote data-quote="Umbran" data-source="post: 7599610" data-attributes="member: 177"><p>Have the bad guys use the same tactics. if the bad guys are hurling missiles at the PCs, they may feel forced to close in on the monsters. This is not to screw them over, but what's tactically wise for the PCs is tactically wise for their opponents.</p><p></p><p>Alternatively - a complex with wide entrances. Or a complex that doesn't have many doors, so the PCs cannot set up around the door, throw it open, and surprise the bad guys. Or, if a room has more than one entrance, if the PCs hold one defensively, have monsters go around and hit them from the side or behind.</p><p></p><p></p><p></p><p>One solution to this scouting problem is time pressure. Another is, as before, let the bad guys have *effective* lookouts, and capture the scout. When their frequent scouting turns into occasional rescue missions, they'll think twice about splitting the party. Or, if you don't want to attack the scout, if the lookout notes the scout, waits for them to leave, and then the enemy quickly rearranges themselves in good defensive posture, you may also fix your problem 1 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Or, attack the party while they are sitting on their hands waiting for the scout - see how well they do without the scout's support.</p><p></p><p>Yet another, in some circumstances - changing terrain. If the terrain changes behind the scout, they cannot find their way back and will have quite a panic. Or if it changes after they return to the party, the scouting simply isn't very valuable.</p><p></p><p></p><p></p><p></p><p>Time pressure can help with this as well - don't give them unlimited time to muck about not touching things.</p><p></p><p>In general, players do these things because they have (for good reason or not) decided that they help aid survival. Make that assumption questionable.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7599610, member: 177"] Have the bad guys use the same tactics. if the bad guys are hurling missiles at the PCs, they may feel forced to close in on the monsters. This is not to screw them over, but what's tactically wise for the PCs is tactically wise for their opponents. Alternatively - a complex with wide entrances. Or a complex that doesn't have many doors, so the PCs cannot set up around the door, throw it open, and surprise the bad guys. Or, if a room has more than one entrance, if the PCs hold one defensively, have monsters go around and hit them from the side or behind. One solution to this scouting problem is time pressure. Another is, as before, let the bad guys have *effective* lookouts, and capture the scout. When their frequent scouting turns into occasional rescue missions, they'll think twice about splitting the party. Or, if you don't want to attack the scout, if the lookout notes the scout, waits for them to leave, and then the enemy quickly rearranges themselves in good defensive posture, you may also fix your problem 1 :) Or, attack the party while they are sitting on their hands waiting for the scout - see how well they do without the scout's support. Yet another, in some circumstances - changing terrain. If the terrain changes behind the scout, they cannot find their way back and will have quite a panic. Or if it changes after they return to the party, the scouting simply isn't very valuable. Time pressure can help with this as well - don't give them unlimited time to muck about not touching things. In general, players do these things because they have (for good reason or not) decided that they help aid survival. Make that assumption questionable. [/QUOTE]
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