Hussar
Legend
Ok, well that explains where the disconnect comes in.
To me, wandering monsters = 1 in X chance that random monster from table Z will pop up.
You guys are saying that wandering monsters might be that, or might be preplanned encounters that the DM has scripted before hand.
To me, that's not a random encounter. A random encounter is, well, random.
It's not about tactics. It's about you trying to have it both ways. If I've got a time pressure adventure, then sitting around the well for three days isn't going to be a whole lot of fun.
Then again, just sitting around waiting for everyone to come in, so you can whack them one at a time seems a bit boring to me as well. If it works for you, great, but, I'll pass thanks.
RC brings up fleeing. Well, again, that's extremely difficult. Nearly every monster is FASTER than the party. Since these are random encounters, the party isn't prepared for them, so, it's not like they can choose to avoid them. It's all very well and good to advise players to avoid encounters, but, in actual play, it's much, much more difficult to achieve.
Then again, I find most of Gygax's advise to be of a similar flavour. Sounds fantastic on paper, but, when the dice hit the table, it goes straight out the window.
To me, wandering monsters = 1 in X chance that random monster from table Z will pop up.
You guys are saying that wandering monsters might be that, or might be preplanned encounters that the DM has scripted before hand.
To me, that's not a random encounter. A random encounter is, well, random.
As for an ambush at the watering hole being unheroic . . . I game mastered a lot of RECON, which is the game of Long Range Recon Patrols in the Vietnam War. 4-6 guys behind enemy lines hiding and calling in air strikes or running ambushes was pretty fun and heroic for us. I never understood the "tactics aren't heroic" / "paladins can't use tactics" arguments.
And conflict between being under time pressure and wanting to use safer/more effective tactics? Cool, it's dramatic tension and the players have to make some decisions and do some role playing about how their characters handle it
It's not about tactics. It's about you trying to have it both ways. If I've got a time pressure adventure, then sitting around the well for three days isn't going to be a whole lot of fun.
Then again, just sitting around waiting for everyone to come in, so you can whack them one at a time seems a bit boring to me as well. If it works for you, great, but, I'll pass thanks.
RC brings up fleeing. Well, again, that's extremely difficult. Nearly every monster is FASTER than the party. Since these are random encounters, the party isn't prepared for them, so, it's not like they can choose to avoid them. It's all very well and good to advise players to avoid encounters, but, in actual play, it's much, much more difficult to achieve.
Then again, I find most of Gygax's advise to be of a similar flavour. Sounds fantastic on paper, but, when the dice hit the table, it goes straight out the window.