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When to Run? Balancing Descretion with Heroism
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<blockquote data-quote="Remathilis" data-source="post: 2973759" data-attributes="member: 7635"><p>Both of these quotes (pulled from the new design philosophy thread) illustrate a unique problem in D&D, how do you get PCs to be cautious, without ruining the concept of heroism. </p><p></p><p>In older D&D games, there were PLENTY of monsters which had the sole purpose of making your PCs run like girls. Either literally (dragon fear, mummy dispair) or figuratively (ah! a spectre, don't let it touch me!). Clearly, they serve a purpose in the game (to keep PCs from being too big for their britches) but they also have very game-disrupting abilities that can ruin an otherwise smooth encounter or even throw a campaign off track. </p><p></p><p>To Whit: You go into the Dungeon of Icky Terror (tm). Three rooms in, you see 2 wraiths. They see you. You have too options, fight (and possibly be level-drained) or flee. Since you really can regroup in a dungeon (incorporal) they decide to leave the dungeon. Adventure over. </p><p></p><p>Or the Classic Fighter's plate gets eaten by a rust monster. Great. Now the fighter is either ham-stringed in his duty (meat shield) or he has to go back to town, get new armor, and come back. A 5 minute combat just took 25 minutes to resolve. </p><p></p><p>So, aside from the concept of scaring your players into inactivity (We're not going in there! There are spectres!) what purpose does these monsters serve? They aren't heroic challenges to overcome if the battle strategy is to run-away like the knights in Monty Python. Both monsters (old school level-drainers and rust monsters) are designed not as challenges per se, but as either smug warnings (you shoulda ran...) or cruel punishments (You know that plate of etherealness? roll for initative). Certainly, the cost of fighting them is greater than similar monsters of equal power, and they have greater potential to ruin a plot or dungeon, even a campaign. </p><p></p><p>So, why use a monster for the purpose of making the PCs run?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 2973759, member: 7635"] Both of these quotes (pulled from the new design philosophy thread) illustrate a unique problem in D&D, how do you get PCs to be cautious, without ruining the concept of heroism. In older D&D games, there were PLENTY of monsters which had the sole purpose of making your PCs run like girls. Either literally (dragon fear, mummy dispair) or figuratively (ah! a spectre, don't let it touch me!). Clearly, they serve a purpose in the game (to keep PCs from being too big for their britches) but they also have very game-disrupting abilities that can ruin an otherwise smooth encounter or even throw a campaign off track. To Whit: You go into the Dungeon of Icky Terror (tm). Three rooms in, you see 2 wraiths. They see you. You have too options, fight (and possibly be level-drained) or flee. Since you really can regroup in a dungeon (incorporal) they decide to leave the dungeon. Adventure over. Or the Classic Fighter's plate gets eaten by a rust monster. Great. Now the fighter is either ham-stringed in his duty (meat shield) or he has to go back to town, get new armor, and come back. A 5 minute combat just took 25 minutes to resolve. So, aside from the concept of scaring your players into inactivity (We're not going in there! There are spectres!) what purpose does these monsters serve? They aren't heroic challenges to overcome if the battle strategy is to run-away like the knights in Monty Python. Both monsters (old school level-drainers and rust monsters) are designed not as challenges per se, but as either smug warnings (you shoulda ran...) or cruel punishments (You know that plate of etherealness? roll for initative). Certainly, the cost of fighting them is greater than similar monsters of equal power, and they have greater potential to ruin a plot or dungeon, even a campaign. So, why use a monster for the purpose of making the PCs run? [/QUOTE]
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