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Why don’t players surrender... would we want them too?
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<blockquote data-quote="TheSword" data-source="post: 8066479" data-attributes="member: 6879661"><p>I agree with capture being challenging. Hence this concentrating on surrender rather than being KO’d, entangled, paralysed etc. </p><p></p><p>Not sure I agree about escapes though. The principal is that the guard is lessened and instead of facing foes en masse you can explore the lair and deal with the enemy piecemeal.</p><p></p><p>I have seen prison escapes done very well in modules. The start of Way of the Wicked is based on the premise an in my current Baldurs Gate: Descent game the players were captured instead of killed and locked in the Vampanthur dungeons.</p><p></p><p>In some ways 5e is far more suitable for this than other editions.</p><ul> <li data-xf-list-type="ul">Irreplaceable magic items are relatively rare.</li> <li data-xf-list-type="ul">Most kit is fairly generic and not expensive to replace. The stuff that is expensive would take time to sell.</li> <li data-xf-list-type="ul">Abilities aren’t dependent on specific weapons - like 3e weapon focus and weapon specialization. A fighter can pick up any weapon and pretty much be as good as any other. Or at least a broad category of weapons, two handed, polearm etc.</li> <li data-xf-list-type="ul">Lock picking skill is trivially easy to get and be good at if you have respectable Dex without needing to be a rogue.</li> <li data-xf-list-type="ul">Spells don’t need to memorized everything day. You keep all the spells you know in memory and get slots back when you sleep... this is very handy for balanced parties.</li> </ul></blockquote><p></p>
[QUOTE="TheSword, post: 8066479, member: 6879661"] I agree with capture being challenging. Hence this concentrating on surrender rather than being KO’d, entangled, paralysed etc. Not sure I agree about escapes though. The principal is that the guard is lessened and instead of facing foes en masse you can explore the lair and deal with the enemy piecemeal. I have seen prison escapes done very well in modules. The start of Way of the Wicked is based on the premise an in my current Baldurs Gate: Descent game the players were captured instead of killed and locked in the Vampanthur dungeons. In some ways 5e is far more suitable for this than other editions. [LIST] [*]Irreplaceable magic items are relatively rare. [*]Most kit is fairly generic and not expensive to replace. The stuff that is expensive would take time to sell. [*]Abilities aren’t dependent on specific weapons - like 3e weapon focus and weapon specialization. A fighter can pick up any weapon and pretty much be as good as any other. Or at least a broad category of weapons, two handed, polearm etc. [*]Lock picking skill is trivially easy to get and be good at if you have respectable Dex without needing to be a rogue. [*]Spells don’t need to memorized everything day. You keep all the spells you know in memory and get slots back when you sleep... this is very handy for balanced parties. [/LIST] [/QUOTE]
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Why don’t players surrender... would we want them too?
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