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When the Unspeakable Happens
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<blockquote data-quote="ki11erDM" data-source="post: 4659063" data-attributes="member: 58179"><p><span style="font-family: 'Calibri'">1) </span>Handle EXP normally. As a side note I would not say the same if this was 3e which wanted you to take into account how hard the fight was.</p><p><span style="font-family: 'Calibri'">2) </span>No refresh of any kind.</p><p> </p><p>I have been known to kill a few players (who’d guess that with my username…) but normally that has happened because the players have done something unexpected in the encounter, like open the door into a lich’s laboratory while running from his guards. It has always happened when I messed up a rule or two. </p><p> </p><p>As for the QRF, players <em><strong>never</strong></em> take off their armor and <em><strong>never</strong></em> are without their swords and spells (discounting social settings), why in the world would the monsters have to put on their armor and get ready? The game assume that monsters and heroes are always ready, because they are always fighting one another. Unless your heroes are raiding an unsuspecting halfing village (which does sound fun…) I see absolutely no reason why a QRF that is within 200 yards should not be able to reach the players in a timely fashion.</p><p> </p><p>BUT I am personally more inclined to have the QRF take that time to fortify their position more, and get more minions in to help with the fight. Maybe even arranging a few minion ambushes right before the party hits the next hard point. So after a short rest you would have a running battle with 2-3 waves of minions that funnel the party into the hard point of the dungeon.</p><p> </p><p><span style="font-family: 'Calibri'">Whatever you do remember that the goal of the monsters is a TPK, and if they are reasonably smart and have been in the complex for a few weeks, they will have fortified the location and most likely made plans on how to defend it unless they are completely without a leader. </span></p></blockquote><p></p>
[QUOTE="ki11erDM, post: 4659063, member: 58179"] [FONT=Calibri]1) [/FONT]Handle EXP normally. As a side note I would not say the same if this was 3e which wanted you to take into account how hard the fight was. [FONT=Calibri]2) [/FONT]No refresh of any kind. I have been known to kill a few players (who’d guess that with my username…) but normally that has happened because the players have done something unexpected in the encounter, like open the door into a lich’s laboratory while running from his guards. It has always happened when I messed up a rule or two. As for the QRF, players [I][B]never[/B][/I] take off their armor and [I][B]never[/B][/I] are without their swords and spells (discounting social settings), why in the world would the monsters have to put on their armor and get ready? The game assume that monsters and heroes are always ready, because they are always fighting one another. Unless your heroes are raiding an unsuspecting halfing village (which does sound fun…) I see absolutely no reason why a QRF that is within 200 yards should not be able to reach the players in a timely fashion. BUT I am personally more inclined to have the QRF take that time to fortify their position more, and get more minions in to help with the fight. Maybe even arranging a few minion ambushes right before the party hits the next hard point. So after a short rest you would have a running battle with 2-3 waves of minions that funnel the party into the hard point of the dungeon. [FONT=Calibri]Whatever you do remember that the goal of the monsters is a TPK, and if they are reasonably smart and have been in the complex for a few weeks, they will have fortified the location and most likely made plans on how to defend it unless they are completely without a leader. [/FONT] [/QUOTE]
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