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Whispering Cairn - need help (spoilers)
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<blockquote data-quote="Gold Roger" data-source="post: 2954612" data-attributes="member: 33904"><p>Now I don't have the adventure, but I'm with the "just run it" crowd.</p><p></p><p>In a situation like that a PC or two could die, yes.</p><p></p><p>But if every fight is only ever toned down so it won't need some special thinking, fighting grows boring, doesn't it? If a party only ever does "hit them till they die", I personaly don't have much fun from that. But then, I'm a tactician player. </p><p></p><p>Still, at level three a party should carry ranged weapons with them and be ready to regroup and realize what that staff of shatter can do here?</p><p></p><p>As far as I know the whole AoW adventure path is quite a grinder. If you spare them know, they won't toughen up and improve their strategy and that means at the next hard spot you will have to do it again and the one thereafter and thereafter, the gap between PC performanceand adventure expectations steadily growing.</p><p></p><p>When pushed often enough, players can be unbelievably recourcefull. But if not, they can grow quite dim and worse, they might grow bored with fights.</p><p></p><p>There are people that don't give a damn about geting challenged. If your group is made completey from such people, forget about everything I've said. Otherwise, go for it, you may get to know a new side of one of your players.</p><p></p><p>I once had a player who seemed to be totally uninterested in fights and the rules (hell, sometimes she would do nothing but hide for half a fight), but sometimes she was tactically very inspired and creative, turned the whole fight and enjoyed doing so.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2954612, member: 33904"] Now I don't have the adventure, but I'm with the "just run it" crowd. In a situation like that a PC or two could die, yes. But if every fight is only ever toned down so it won't need some special thinking, fighting grows boring, doesn't it? If a party only ever does "hit them till they die", I personaly don't have much fun from that. But then, I'm a tactician player. Still, at level three a party should carry ranged weapons with them and be ready to regroup and realize what that staff of shatter can do here? As far as I know the whole AoW adventure path is quite a grinder. If you spare them know, they won't toughen up and improve their strategy and that means at the next hard spot you will have to do it again and the one thereafter and thereafter, the gap between PC performanceand adventure expectations steadily growing. When pushed often enough, players can be unbelievably recourcefull. But if not, they can grow quite dim and worse, they might grow bored with fights. There are people that don't give a damn about geting challenged. If your group is made completey from such people, forget about everything I've said. Otherwise, go for it, you may get to know a new side of one of your players. I once had a player who seemed to be totally uninterested in fights and the rules (hell, sometimes she would do nothing but hide for half a fight), but sometimes she was tactically very inspired and creative, turned the whole fight and enjoyed doing so. [/QUOTE]
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