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Why does 5E SUCK?
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<blockquote data-quote="Erechel" data-source="post: 7503068" data-attributes="member: 6784868"><p>The challenge could be managed in three possible ways: either by a series of social skills, or by stealth, or by a combination of the two of them. Combat will result in a characters' victory, but the hostages will be killed.</p><p>Stealth will work up to a point. Coordination is key: it isn't a big facility, just a fortified warehouse or mill. You need intelligence to know the patrol routines and weak spots, and communication (each check will reveal a possible path, a failure also reveals path,but at stealth is at disadvantage). More time assigned to Intelligence allows a new roll, but at the risk of a goblin killing a hostage. You may both use a dice to randomize the Int gathering time in minutes (1d4x15 minutes each observation), or assign a "time point". Two "time points" and a hostage is killed. Each stealth check takes the characters closer to the goblins, and takes 10 minutes (or half a time point). A failure in the checks means the goblins swarm against the infiltrator or take a hostage. You need at least 3 characters in the right spots, or the goblins still could kill the hostages. And at least 1 path leads to the ceiling, so you need an Athletics check also to climb.</p><p>With Social skills, you could fast talk the goblins. First, you need to soften them. A Charm spell won't work, as the leader is never in the line of sight, and any decision is measured in minutes, not seconds or rounds. You need talkers. You have three main approaches: Persuasion, Intimidation or Deception. Intimidation won't gain the goblins trust, as they expect to be threatened. They fear for their lives, and are desperate. You also need someone to talk in goblin, and hear who takes the decisions, and some info. They won't communicate between them in common, but on their own language. A Perception check is required just to listen, but also comprehending their language. After each info gather, you gain advantage on a social check. For example, you may know the names of the goblins, both to threaten or to persuade. They are aggressive and paranoid, so they are Difficult to interact, and with disadvantage.</p><p>A single check is made to convince them to listen and talk, a second one to buy time, a third to release the injured, and a fourth to make a compromise. A failure means dire consequences. A failed threat may end in a hostage killed, a Deception in losing the trust, and thus reinitiate the negotiations, and Persuasion carries no consequences, but it is harder.</p><p>After a few failures, the goblins may kill all the hostages and die, or the goblins may try to buy time themselves while their sappers dig a hole to escape, etc.</p><p>A combined a effort between stealth and silver tongue may increase chances, both to negotiate from a position of strength, or to distract the goblins to facilitate the stealth.</p><p>That is a simple encounter, designed hastily to reflect how skills and pillars other than combat work very well within the rules of 5e. It's a matter of options and consequences, and a little ingenuity.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7503068, member: 6784868"] The challenge could be managed in three possible ways: either by a series of social skills, or by stealth, or by a combination of the two of them. Combat will result in a characters' victory, but the hostages will be killed. Stealth will work up to a point. Coordination is key: it isn't a big facility, just a fortified warehouse or mill. You need intelligence to know the patrol routines and weak spots, and communication (each check will reveal a possible path, a failure also reveals path,but at stealth is at disadvantage). More time assigned to Intelligence allows a new roll, but at the risk of a goblin killing a hostage. You may both use a dice to randomize the Int gathering time in minutes (1d4x15 minutes each observation), or assign a "time point". Two "time points" and a hostage is killed. Each stealth check takes the characters closer to the goblins, and takes 10 minutes (or half a time point). A failure in the checks means the goblins swarm against the infiltrator or take a hostage. You need at least 3 characters in the right spots, or the goblins still could kill the hostages. And at least 1 path leads to the ceiling, so you need an Athletics check also to climb. With Social skills, you could fast talk the goblins. First, you need to soften them. A Charm spell won't work, as the leader is never in the line of sight, and any decision is measured in minutes, not seconds or rounds. You need talkers. You have three main approaches: Persuasion, Intimidation or Deception. Intimidation won't gain the goblins trust, as they expect to be threatened. They fear for their lives, and are desperate. You also need someone to talk in goblin, and hear who takes the decisions, and some info. They won't communicate between them in common, but on their own language. A Perception check is required just to listen, but also comprehending their language. After each info gather, you gain advantage on a social check. For example, you may know the names of the goblins, both to threaten or to persuade. They are aggressive and paranoid, so they are Difficult to interact, and with disadvantage. A single check is made to convince them to listen and talk, a second one to buy time, a third to release the injured, and a fourth to make a compromise. A failure means dire consequences. A failed threat may end in a hostage killed, a Deception in losing the trust, and thus reinitiate the negotiations, and Persuasion carries no consequences, but it is harder. After a few failures, the goblins may kill all the hostages and die, or the goblins may try to buy time themselves while their sappers dig a hole to escape, etc. A combined a effort between stealth and silver tongue may increase chances, both to negotiate from a position of strength, or to distract the goblins to facilitate the stealth. That is a simple encounter, designed hastily to reflect how skills and pillars other than combat work very well within the rules of 5e. It's a matter of options and consequences, and a little ingenuity. [/QUOTE]
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