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Want to shake things up: Doorways, Scouting, Caution
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<blockquote data-quote="jayoungr" data-source="post: 7599958" data-attributes="member: 6702445"><p>I think they are; I think I'm the main one who's getting frustrated here. But I think the players would be having <em>more</em> fun actually doing things rather than avoiding them, or if combats aren't all the same--and that would also be more fun for me.</p><p></p><p></p><p>Not in anything I've run for them. But the core of this particular group all go back to 1st ed., so maybe they were traumatized by the Tomb of Horrors at a young age.</p><p></p><p>They only get ultra-cautious when they're in heavy exploration situations (dungeons being an example). But I don't want to have to avoid dungeons altogether.</p><p></p><p></p><p>You'd be surprised how many rooms like that are on pre-made maps, though. And even if there's another exit, the party has a lot of ways to lock down monster movement <em>(Evard's black tentacles, hold monster, crown of madness...).</em></p><p></p><p></p><p>Not for my groups (I regularly run for two groups that both have the same issues). They use the exact same tactics for caverns and halls: stand in the doorway to the hall or at the mouth of the small passageway that opens into the cavern, and attack from there. Cover means nothing when they have so many spells that ignore it.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7599958, member: 6702445"] I think they are; I think I'm the main one who's getting frustrated here. But I think the players would be having [I]more[/I] fun actually doing things rather than avoiding them, or if combats aren't all the same--and that would also be more fun for me. Not in anything I've run for them. But the core of this particular group all go back to 1st ed., so maybe they were traumatized by the Tomb of Horrors at a young age. They only get ultra-cautious when they're in heavy exploration situations (dungeons being an example). But I don't want to have to avoid dungeons altogether. You'd be surprised how many rooms like that are on pre-made maps, though. And even if there's another exit, the party has a lot of ways to lock down monster movement [I](Evard's black tentacles, hold monster, crown of madness...).[/I] Not for my groups (I regularly run for two groups that both have the same issues). They use the exact same tactics for caverns and halls: stand in the doorway to the hall or at the mouth of the small passageway that opens into the cavern, and attack from there. Cover means nothing when they have so many spells that ignore it. [/QUOTE]
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