Thomas Shey
Legend
If, I guess, most people just want random players to fill game seats, sure.
Or, alternatively, they don't have the very--specific--expectations you do.
If, I guess, most people just want random players to fill game seats, sure.
LOL. As I was reading your first paragraph, my blood pressure was just steadily climbing. Aaaugh.Yeah, we call the dithering "analysis paralysis", frequently accompanied by asking for clarification of exactly what's going on at the start of their turn. Every turn. It's followed closely by spell amnesia where the caster needs to reread every spell before casting. Doesn't matter if they actually have the spell slot to cast the spell available. Don't forget one-die-at-time-itis where that two-weapon battlemaster fighter Knocks someone prone with their first attack so they have advantage, action surge to get five attacks that round and then roll 1 die at a time. Bonus if they have a flametongue weapon and must roll weapon and fire damage separately while using a calculator to add all their numbers.
Admittedly, that last one is just my pet peeve because I have color coded dice and roll them all at once. Could be worse of course, in 3.5 I had a two weapon fighter who did 6 attacks per round (unless I was hasted, which happened frequently) and each weapon had multiple energy damage types. There were times when I had to roll twice because I couldn't hold enough dice.
But yes if people knew their characters, paid attention, used multiple dice at a time (or used averages for damage which I'm also okay with) for damage, combat could be much quicker especially at higher levels.
This is, I believe, a result of a bad habit among DMs and Module designers of the traitorous NPC. Where many of the NPC turn on the party and this is extended by DMs to combat NPCs. The idea is to create a recurring villain but the execution is lacking since the it encourages a "kill 'em all let God sort it out " attitude among the players that reduces the engagement with the world.snip
Third, DND assigns "death" as the defeat condition, as where 0 hit points could mean automatic morale failure (surrender or retreat), unconsciousness (where the players can decide to "kill", allow to bleed out or stabilize, or save them), negotiate, bribe, or whatever. Players often have this fear that if they don't kill a creature, that creature will return (often with friends) to exact revenge. I have often found this a strange concept, personally, as if unless the creature genuinely thinks it can defeat the PCs, why would it risk death again after getting away???
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I have often found this a strange concept, personally, as if unless the creature genuinely thinks it can defeat the PCs, why would it risk death again after getting away???
In the adventure I'm running right now, one of the wandering monster possibilities in the forest is a hunting party of half a dozen Orcs. They're out hunting game animals to augment the diet for people at the main base (the PCs' initial goal), and if on sighting or encountering the PCs even one of the Orcs is able to flee back to base to report, the PCs' job just got a lot more difficult as the place will be on high alert: there's invaders in the woods.Players often have this fear that if they don't kill a creature, that creature will return (often with friends) to exact revenge. I have often found this a strange concept, personally, as if unless the creature genuinely thinks it can defeat the PCs, why would it risk death again after getting away???
Sure, I never said it wasn't possible to have such a scenario, more that it is strange (IMO) for player to always think that is the case and become bound and determined to kill everything for the fear something might come back to "get them" later on.In the adventure I'm running right now, one of the wandering monster possibilities in the forest is a hunting party of half a dozen Orcs. They're out hunting game animals to augment the diet for people at the main base (the PCs' initial goal), and if on sighting or encountering the PCs even one of the Orcs is able to flee back to base to report, the PCs' job just got a lot more difficult as the place will be on high alert: there's invaders in the woods.
All of which seems perfectly reasonable on the Orcs' part; meanwhile it's very much in the PCs' interests to make sure none of the Orcs get away should they meet any.
No. The Orcs are hunting game, the PCs are more or less hunting Orc as part of dealing with a bigger threat.Sure, I never said it wasn't possible to have such a scenario, more that it is strange (IMO) for player to always think that is the case and become bound and determined to kill everything for the fear something might come back to "get them" later on.
But I am a bit confused by your scenario: are the PCs also hunting for game to help the people at the main base, or is that the Orc you are talking about?
A single Orc, yes. They travel in groups, though, as adventurers aren't the only dange rin the woods.Either way, if the PCs see one orc and it runs away, unless they suspect there are many more orcs in the area, why would it bother them? Wouldn't it make sense for an orc, fearing for its life when it meets "adventurers" fear for its life and flee?
Given that the PCs' mission is, in part, to take out the Orcs (ultimately it's to take out the boss behind them, but the Orcs are in the way), that would be a very unexpected outcome.Also, would it be possible for the PCs to work with the orcs, possibly taking down even bigger game with neither alone could handle?
yeah if the PCs are in hostile territory I’d expect stealth with the main objective being avoid the hunting party and carry on to the Base - stealth check resolves encounter, move on.No. The Orcs are hunting game, the PCs are more or less hunting Orc as part of dealing with a bigger threat.