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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="Jedi_Solo" data-source="post: 3586635" data-attributes="member: 40245"><p>Sorry, bad phrasing on my part.</p><p></p><p>Maybe in this particular example retreating is the best option after the party opens the door and (whatever it is) yells in their face. I don't know this adventure so I don't know all of the details and the PCs won't either. I don't if it is the equivalent of a guard dog or if the bad guys want to keep The Whatever (to use a highly descriptive term) from trashing the walls. Just because it WAS chained to a wall doesn't mean it WILL be when they come back one minute/one hour/one day later. (Okay, one minute later it likely will be - but I think you get my point). </p><p></p><p></p><p></p><p>I will agree that if it moves it will give up its current position where it has a certain advantage. I don't know what is beyond the next door or corner and chances are the PCs don't either. It could be an even worse situation for the PCs. </p><p></p><p>What the PCs know when they are stairing The Whatever in the face is the current situation (and depending on Invisability, Traps or other nastiness maybe not the entire situation at that). After they withdraw what they know is what the situation WAS, not what the situation IS. It might be the same and it might not be.</p><p></p><p></p><p>Agreed on both counts. The question is when it is "appropriate" and will withdrawing make the situation worse than it currently is; but this is a discussion for another thread.</p><p></p><p>We are also way off track of the OP (for which I'm not helping matters any).</p><p></p><p>Maybe the exact example of a Big And Strong Whatever using a choke point is great encounter. I can say that, assuming we hadn't spent the entire session - or even multiple sessions - working our way through 5' corrodors and corners, I could have fun with this particular encounter. I think someone said this was for first level characters so maybe the entire map is meant to be gone through in a single session - I don't know the full extent of the location so I'm not sure.</p><p></p><p>I have never said or intended to imply "using 5' passageways is always bad". My point is "always using 5' passageways is bad". Throwing in a choke point will force the group to change tactics. This is likely a good thing. Someone upthread suggested using a 5' passageway and then having baddies attack from both sides. This sounds like a fun encounter. I think I wouldn't enjoy these if they can at the end of hours and hours of 5' pasageway encounters.</p><p></p><p>What I see as being a good setup (at least in my head) would be something like this:</p><p></p><p>1st encounter in a larger room</p><p>2nd encounter use the attack from both sides</p><p>3rd encounter in a larger room (in case someone gets stuck in the middle of the last encounter and got to do nothing)</p><p>4th encounter use the choke point</p><p></p><p>That gives a variety of encounters, forces the group to change tactics a couple of times and still lets some of the players do stuff if they get caught outside the usable combat area. It also keeps the concept of the narrow passages that would likely occur in a make-shift theives hideout. I would enjoy that session a lot more than:</p><p></p><p>5' passage way fight</p><p>Attack from both sides</p><p>5' fight at a corner</p><p>Choke point</p></blockquote><p></p>
[QUOTE="Jedi_Solo, post: 3586635, member: 40245"] Sorry, bad phrasing on my part. Maybe in this particular example retreating is the best option after the party opens the door and (whatever it is) yells in their face. I don't know this adventure so I don't know all of the details and the PCs won't either. I don't if it is the equivalent of a guard dog or if the bad guys want to keep The Whatever (to use a highly descriptive term) from trashing the walls. Just because it WAS chained to a wall doesn't mean it WILL be when they come back one minute/one hour/one day later. (Okay, one minute later it likely will be - but I think you get my point). I will agree that if it moves it will give up its current position where it has a certain advantage. I don't know what is beyond the next door or corner and chances are the PCs don't either. It could be an even worse situation for the PCs. What the PCs know when they are stairing The Whatever in the face is the current situation (and depending on Invisability, Traps or other nastiness maybe not the entire situation at that). After they withdraw what they know is what the situation WAS, not what the situation IS. It might be the same and it might not be. Agreed on both counts. The question is when it is "appropriate" and will withdrawing make the situation worse than it currently is; but this is a discussion for another thread. We are also way off track of the OP (for which I'm not helping matters any). Maybe the exact example of a Big And Strong Whatever using a choke point is great encounter. I can say that, assuming we hadn't spent the entire session - or even multiple sessions - working our way through 5' corrodors and corners, I could have fun with this particular encounter. I think someone said this was for first level characters so maybe the entire map is meant to be gone through in a single session - I don't know the full extent of the location so I'm not sure. I have never said or intended to imply "using 5' passageways is always bad". My point is "always using 5' passageways is bad". Throwing in a choke point will force the group to change tactics. This is likely a good thing. Someone upthread suggested using a 5' passageway and then having baddies attack from both sides. This sounds like a fun encounter. I think I wouldn't enjoy these if they can at the end of hours and hours of 5' pasageway encounters. What I see as being a good setup (at least in my head) would be something like this: 1st encounter in a larger room 2nd encounter use the attack from both sides 3rd encounter in a larger room (in case someone gets stuck in the middle of the last encounter and got to do nothing) 4th encounter use the choke point That gives a variety of encounters, forces the group to change tactics a couple of times and still lets some of the players do stuff if they get caught outside the usable combat area. It also keeps the concept of the narrow passages that would likely occur in a make-shift theives hideout. I would enjoy that session a lot more than: 5' passage way fight Attack from both sides 5' fight at a corner Choke point [/QUOTE]
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