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What's tactics got to do, got to do with it.
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<blockquote data-quote="Ariosto" data-source="post: 4845304" data-attributes="member: 80487"><p>The 1E PHB in fact does not list a price for war dogs. It lists prices for guard and hunting dogs, which have no entries in the MM. It is in any case up to the DM to establish the nature of things in the campaign world, and up to the player to learn via role-playing whatever is not assumed character-knowledge. "Establishing the Character" (PHB p. 34) clearly assumes that the freshly minted adventurer is a newcomer to the locale. That may not always be the case, of course, but it handily coincides with a new player's lack of prior knowledge.</p><p></p><p>It may sometimes be necessary to introduce a "cosmic flux" change in assumptions. Whether a player or the DM first recognizes a problem, it's best discussed collectively. "It seemed a good idea at the time, but ..." is likely to come up more than once!</p><p></p><p>Simply repeating a reliable tactic, even if it seems to point up a somehow "broken" rule, might not be something the players find dull. Talking about it, and mentioning the potential for reducing long-term interest, is probably a good idea as soon as the potential is recognized. If the players want to stay the course anyway, then it may behoove the DM to go along. The players can choose their own actions on the basis of whatever they find fun. A radical new adjustment to established rules is best undertaken with a consensus of participants.</p><p></p><p>That's a different matter from the world responding in sensible ways to the players' actions, though. Such responses might well make some tactics less desirable.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4845304, member: 80487"] The 1E PHB in fact does not list a price for war dogs. It lists prices for guard and hunting dogs, which have no entries in the MM. It is in any case up to the DM to establish the nature of things in the campaign world, and up to the player to learn via role-playing whatever is not assumed character-knowledge. "Establishing the Character" (PHB p. 34) clearly assumes that the freshly minted adventurer is a newcomer to the locale. That may not always be the case, of course, but it handily coincides with a new player's lack of prior knowledge. It may sometimes be necessary to introduce a "cosmic flux" change in assumptions. Whether a player or the DM first recognizes a problem, it's best discussed collectively. "It seemed a good idea at the time, but ..." is likely to come up more than once! Simply repeating a reliable tactic, even if it seems to point up a somehow "broken" rule, might not be something the players find dull. Talking about it, and mentioning the potential for reducing long-term interest, is probably a good idea as soon as the potential is recognized. If the players want to stay the course anyway, then it may behoove the DM to go along. The players can choose their own actions on the basis of whatever they find fun. A radical new adjustment to established rules is best undertaken with a consensus of participants. That's a different matter from the world responding in sensible ways to the players' actions, though. Such responses might well make some tactics less desirable. [/QUOTE]
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