tag:blogger.com,1999:blog-8170674472098446028.post7145375921214092170..comments2024-03-27T03:18:19.290-04:00Comments on Aeons & Augauries: Why so close?JDJarvishttp://www.blogger.com/profile/07691101939920824546noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-8170674472098446028.post-77114204051668764642014-02-07T14:58:39.244-05:002014-02-07T14:58:39.244-05:00I've noticed some folks that seem to "tel...I've noticed some folks that seem to "teleport" to where the action is as well if they see advantage in it. I keep a rough marching order usually and folks end up positioned based on that and their exposition prior to the need for tactical resolution.JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-59722150475485090262014-02-06T17:28:24.848-05:002014-02-06T17:28:24.848-05:00In the 'old days' (ad&d) we routinely ...In the 'old days' (ad&d) we routinely moved in 'fireball formation' - spread out do that a fireball couldn't hit more than 1 or 2 of us. Srill doesnt change the unrealistically precise formations.<br /><br />I've been tempted to base position on the conversations at the table...<br />The players start talking about what thay that day, their characters move bit closer to each other. Alternately one could base the acuracy of the fjormation on a die roll of some sort-,roll well and you are where you are supposed to be when it goes down. Roll poorly and you are out of position.<br /><br />CFThttps://www.blogger.com/profile/12001169682004850859noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-66105474343190612572014-01-27T10:31:28.325-05:002014-01-27T10:31:28.325-05:00That's why you hire torch-bearers. They're...That's why you hire torch-bearers. They're cheap.<br /><br />Somewhere along the line, players lost the knowledge of how to think tactically. Hirelings are important, because they free up the PCs and henchmen to do what they need to be doing. Keeping a dispersed formation is important (remember that a Sleep spell in AD&D - a 1st level MU spell - will immediately KO 4-16 1st level characters or 2-8 2nd levels <b>with no save</b> - but only if they are all within a 3"/30' diameter; if you have even one person outside of that, there's a chance to get out of the situation alive because MUs are fragile, but if everyone stays within 30' of everyone else a 1st level MU opponent makes an automatic TPK, or at least a total party capture). Hire spear-bearers, hire torch-bearers, hire just plain bearers to carry treasure and supplies. Also, remember that each hireling is one more person that a Sleep spell has to cover, making it possible for your PCs to be among the unaffected. That allows the players to bunch up a bit more, if necessary, too. There are many options available.faoladhhttps://www.blogger.com/profile/03691952430041394614noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-61962312813933443242014-01-27T01:50:20.557-05:002014-01-27T01:50:20.557-05:00Well, in a dungeon, light is a factor. The longer ...Well, in a dungeon, light is a factor. The longer the marching file, the more people have to hold a torch instead of a weapon or shield. And arguably the chance of a fire ball (or whatever) TPK is balanced by the chance that multiple monsters will rush out and pick off the first guy (or the last) without the others being near enough to respond. Of course I haven't play-tested this. Just thinking...Oakes Spaldinghttps://www.blogger.com/profile/08078500142758654392noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-21717507471053729492014-01-26T23:11:39.970-05:002014-01-26T23:11:39.970-05:00I've never actually had a party that stayed cl...I've never actually had a party that stayed close together. Strange . . . I didn't know people did that. Dyvershttps://www.blogger.com/profile/06032957275132817602noreply@blogger.com