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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="Sir Brennen" data-source="post: 8065190" data-attributes="member: 553"><p>I find it odd people blame encounter balancing formulas as the culprit. As far as I can see, there’s still a “deadly” option when creating encounters in D&D editions of the current century.</p><p></p><p>Also, I clearly remember the “monsters by [dungeon] level” tables at the back of the books in 1E, which gave a rough balancing tool to the DM, as expected party level generally corresponded to dungeon level. Obviously outside the dungeon, possibly encounters varied much more, especially when randomly rolled, but that’s still pretty much the same today, especially if you play more sandboxy.</p><p></p><p>In my experience, scouting has always been a commonly used approach in every edition, across many different groups I’ve played with. In 5e, with the death of a familiar being much more consequence free than previous editions, parties are remiss not to use them whenever possible.</p><p></p><p>And while we still have sneaky rogues, I don’t miss the early edition scenarios where most of the party sat twiddling their thumbs for significant amounts of time while the rogue was off scouting (and as often as not, getting in trouble and/or raising the alarm). I’m not sure what to point to that’s changed that, but it does seem to happen much less since 3e for me.</p><p></p><p>[Mild Spoilers ahead]</p><p>In running Princes of the Apocalypse, my players have had to run away multiple times. The party decided that the Earth cult would be the first stronghold they investigated. As a somewhat sandbox adventure, this was a valid option. But it was definitely too tough for them. It took the group three separate incursions (and leveling up from side quests) before they successfully defeated the cult. They did employ scouting by both PC and familiar, as well as prisoner interrogation, and information from a semi-friendly ally they made in the temple.</p><p></p><p>It also took two attempts on the “pirate” stronghold of the water cult.</p><p></p><p>The Fire cult they defeated the primary human adversaries the first visit, but still bugged out rather than face the giant, rampaging fire elemental that had been let lose during the battle.</p><p></p><p>And now, in the underground temple of the Water cult, they’ve managed to find the hidden passage to deeper levels of the dungeon and have decided to explore It(which old school thinking would say, maybe wait till you gain a level or two). I foresee more retreats in the party’s future.</p><p></p><p>So, yeah, running away is alive and well in my games.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8065190, member: 553"] I find it odd people blame encounter balancing formulas as the culprit. As far as I can see, there’s still a “deadly” option when creating encounters in D&D editions of the current century. Also, I clearly remember the “monsters by [dungeon] level” tables at the back of the books in 1E, which gave a rough balancing tool to the DM, as expected party level generally corresponded to dungeon level. Obviously outside the dungeon, possibly encounters varied much more, especially when randomly rolled, but that’s still pretty much the same today, especially if you play more sandboxy. In my experience, scouting has always been a commonly used approach in every edition, across many different groups I’ve played with. In 5e, with the death of a familiar being much more consequence free than previous editions, parties are remiss not to use them whenever possible. And while we still have sneaky rogues, I don’t miss the early edition scenarios where most of the party sat twiddling their thumbs for significant amounts of time while the rogue was off scouting (and as often as not, getting in trouble and/or raising the alarm). I’m not sure what to point to that’s changed that, but it does seem to happen much less since 3e for me. [Mild Spoilers ahead] In running Princes of the Apocalypse, my players have had to run away multiple times. The party decided that the Earth cult would be the first stronghold they investigated. As a somewhat sandbox adventure, this was a valid option. But it was definitely too tough for them. It took the group three separate incursions (and leveling up from side quests) before they successfully defeated the cult. They did employ scouting by both PC and familiar, as well as prisoner interrogation, and information from a semi-friendly ally they made in the temple. It also took two attempts on the “pirate” stronghold of the water cult. The Fire cult they defeated the primary human adversaries the first visit, but still bugged out rather than face the giant, rampaging fire elemental that had been let lose during the battle. And now, in the underground temple of the Water cult, they’ve managed to find the hidden passage to deeper levels of the dungeon and have decided to explore It(which old school thinking would say, maybe wait till you gain a level or two). I foresee more retreats in the party’s future. So, yeah, running away is alive and well in my games. [/QUOTE]
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