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*TTRPGs General
Why you shouldn't use 5 ft corridors
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<blockquote data-quote="hoyerhan reborn" data-source="post: 3588061" data-attributes="member: 14092"><p>This is silly. No monster (except zombies perhaps) would do this. Even chained monsters would try to no die, and I guess in this case it would somehow try to get help by making a lot of noise.</p><p></p><p></p><p>The chance is at least one PC has lower initiative than the enemy, so the enemy gets a "free" attack on one pc. This attack could be a grappling attack or a fatal blow (not very unlikely at 1st level) to the last PC in the room, which makes a withdrawal dangerous. </p><p></p><p>And even if the enemy follows them, it doesn't mean that it will reconsider following when it sees that all the PCs stand ready to gang up on it in a large room.</p><p></p><p></p><p></p><p>It is obvious it will not retreat while in a favorable position. However, once the PCs have retreated, the position likely is no longer favorable, and retreating may again give an advantage.</p><p></p><p>Not to mention the possibly devastating outcome (to the PCs) if it alarms the dungeon and gets backup. Now, I know some DMs ignore this possibility altogether, but I think it makes a dungeon unrealistic and boring if they do.</p><p></p><p></p><p></p><p>This is where we disagree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>In this I agree. However, when in a dungeon I think it is crucial that the PCs don't give away the initiative, and that is exactly what withdrawing is. If you withdraw you should expect the enemy to regroup and prepare a counterattack.</p><p></p><p>When the PCs enter a dungeon/castle they have the element of surprise. Lets face it; the PCs stand no chance against the joint forces of the enemy. The only way to win is to pick them off one at a time.</p><p></p><p></p><p>So what I'm trying to say is this: 5ft hallways (and cramped spaces) is bad, because the only (realistic) viable tactic is to just stand there and fight. Which means only 1 or 2 PCs get to participate in the fighting.</p></blockquote><p></p>
[QUOTE="hoyerhan reborn, post: 3588061, member: 14092"] This is silly. No monster (except zombies perhaps) would do this. Even chained monsters would try to no die, and I guess in this case it would somehow try to get help by making a lot of noise. The chance is at least one PC has lower initiative than the enemy, so the enemy gets a "free" attack on one pc. This attack could be a grappling attack or a fatal blow (not very unlikely at 1st level) to the last PC in the room, which makes a withdrawal dangerous. And even if the enemy follows them, it doesn't mean that it will reconsider following when it sees that all the PCs stand ready to gang up on it in a large room. It is obvious it will not retreat while in a favorable position. However, once the PCs have retreated, the position likely is no longer favorable, and retreating may again give an advantage. Not to mention the possibly devastating outcome (to the PCs) if it alarms the dungeon and gets backup. Now, I know some DMs ignore this possibility altogether, but I think it makes a dungeon unrealistic and boring if they do. This is where we disagree :D In this I agree. However, when in a dungeon I think it is crucial that the PCs don't give away the initiative, and that is exactly what withdrawing is. If you withdraw you should expect the enemy to regroup and prepare a counterattack. When the PCs enter a dungeon/castle they have the element of surprise. Lets face it; the PCs stand no chance against the joint forces of the enemy. The only way to win is to pick them off one at a time. So what I'm trying to say is this: 5ft hallways (and cramped spaces) is bad, because the only (realistic) viable tactic is to just stand there and fight. Which means only 1 or 2 PCs get to participate in the fighting. [/QUOTE]
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