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Switch to Forum Live View How Path A in the Caves of Chaos destroyed my players
13 months ago  ::  Jun 01, 2012 - 11:29AM #1
marshzd
Date Joined: Jan 3, 2007
Posts: 143
The first battle, DC 15 Wisdom check to not be surprised by the Kobolds, not a single player in the group got (the cleric with the highest wisdom rolled low and failed). So they were surprised. During that round, they got 8 attacks with advantage against them, 7 of which hit. Already, they were hurting. On their turn, they managed to defeat 3 of the kobolds and heal a little. They were attacked 5 more times, still with advantage (group of 4). They killed 3 more. Got two more regular attacks on them which missed, then killed the last two Kobolds. (BTW, we just assumed the players initiatives were in negative numbers because of the -20, is that correct?)

Already they were in serious pain. The did some healing (as much as they could) without thinking it was too devastating. Reading the rules, none of them checked for traps once inside (they did on the way in), so they technically shouldn't have been allowed to roll to see the Pit Trap (see the provided rules for making Perception checks in the playtest, at face value it says unless the players specify a search they automatically fail). They all rolled their wisdom checks because I thought it was ridiculous that there's no passive perception or anything, none of them succeeded. 3 of them failed their dexterity saves, one of the fails was the rogue. Even with the second rank having a lesser DC.

They are then engaged in a battle with the Kobold's in the room (adjacent room) of the pit trap, and killed because they have advantage during the battle (they use their daggers because they won initiative).

To be fair, there were some bad rolls. To be even more fair, a DC 15 at level 1 is less than a 50% of success almost all the time.

I'd appreciate any comments on what may have been played wrong, but overall this left a really bad taste in the players mouths for Next. The rules they didn't mind so much until we actually started playing them. We had to make a house rule within an hour of the game. And at this rate, it will take them weeks in game to clear the place (even worse if we follow the Mike Mearle tweet of healing being level+con). 
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13 months ago  ::  Jun 01, 2012 - 1:09PM #2
Kyathus
Date Joined: Mar 20, 2012
Posts: 8
Well, Kobolds have disadvantage on attack rolls when they are in bright light. So unless the intitial enconter happened in the dead of night, then the Kobolds would only have normal attacks (Advantage for the surprise + Disadvatage for the bright lights = Normal roll) for the first round followed by disadvantage for the rest of the round. That would have made things much easier on your players. Also if the adventurers were worth their salt they would be carring torches or have the Wizard cast light on something, which would mean the Kobolds would have to be 20 feet away to not suffer disadvantage.

I think the point of the Kobolds are that they are really weak (disadvantaged most of the time), but have strength in numbers. You inadvertently took away their weakness.

As far as the trap goes... bad rolls suck? I don't think that a 50% chance of finding the trap is that bad, and it is much less when you consider that the elf has Keen Senses (Advantage on perception rolls), as well as the clerics having a +3 or +4 modifier, and if you add in some of the skills, like Find Traps or Wilderness Lore, it doesn't seem to me to be horridly unbalanced. I think that is just a case of dice goblins. 
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13 months ago  ::  Jun 01, 2012 - 1:42PM #3
marshzd
Date Joined: Jan 3, 2007
Posts: 143
Ahh, your first point makes sense. That's my bad.

Your second point however, is playing off my generosity of 50% chance. The clerics have a +2 or +3 on wisdom mod. Really, the only race with an okay chance is the elf. The rest have a 65% chance of failure or worse. In general.
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13 months ago  ::  Jun 01, 2012 - 3:19PM #4
JayM
Date Joined: Aug 31, 2007
Posts: 2,233

Jun 1, 2012 -- 11:29AM, marshzd wrote:

And at this rate, it will take them weeks in game to clear the place (even worse if we follow the Mike Mearle tweet of healing being level+con). 


It should. The caves are not supposed to be a single trip dungeon, it is supposed to be mutliple attacks and retreats when injured over days or weeks to clear the caves. The whole thing is very old school and won't play anything like the 3e and 4e adventures.

The lack of some form of passive perception is a problem. The perception and searching rules here are very old school and need updated a bit. 4e's passive perception had huge problems, but I don't want to go back to the party searching 10 ft at a time either.

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13 months ago  ::  Jun 01, 2012 - 3:25PM #5
marshzd
Date Joined: Jan 3, 2007
Posts: 143

Jun 1, 2012 -- 3:19PM, JayM wrote:

It should. The caves are not supposed to be a single trip dungeon, it is supposed to be mutliple attacks and retreats when injured over days or weeks to clear the caves. The whole thing is very old school and won't play anything like the 3e and 4e adventures.

The lack of some form of passive perception is a problem. The perception and searching rules here are very old school and need updated a bit. 4e's passive perception had huge problems, but I don't want to go back to the party searching 10 ft at a time either.




Ah, I'm relatively new to D&D. I did one 3.5 campaign for a couple months, but it was a third party game (Iron Kingdoms), and then have done mostly 4e the last few years. So that's the perspective I was coming from with my comments on clearing the dungeon. 

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13 months ago  ::  Jun 01, 2012 - 4:16PM #6
deadworld56
Date Joined: Feb 12, 2012
Posts: 72
I know it doesn't explicitely state this in the playtest packet, but there is nothing at all out of scope allowing passive checks using 10 as your base with their mod. It's tough to do with the elf's keen eyesight, but the baseline of passive checks is entirely permissable as a DM judgment call.

Prior to play, simply make yourself a little notecard with all of the PCs' various passives you think you will need to use and you should be good. 
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13 months ago  ::  Jun 01, 2012 - 4:26PM #7
marshzd
Date Joined: Jan 3, 2007
Posts: 143

Jun 1, 2012 -- 4:16PM, deadworld56 wrote:

I know it doesn't explicitely state this in the playtest packet, but there is nothing at all out of scope allowing passive checks using 10 as your base with their mod. It's tough to do with the elf's keen eyesight, but the baseline of passive checks is entirely permissable as a DM judgment call.

Prior to play, simply make yourself a little notecard with all of the PCs' various passives you think you will need to use and you should be good. 




That's essentially what we're gonna do. Only the fighter has a passive of 15, which I think is pretty funny.

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13 months ago  ::  Jun 01, 2012 - 4:48PM #8
Arithezoo
Date Joined: Aug 31, 2008
Posts: 3,271
I like secret DM rolls for stuff like this.  It is silly to not assume that the heroes will be constantly on the lookout for traps and hidden monsters.  In fact, the stealth rules specifically say that once the hiding creature could be detected by another creature, that creature makes a Wisdom check.  In other words, you don't have to constantly say, "I'm looking around and listening for hiding creatures."  It is just assumed that you always are; so why not also assume that you are always looking for traps/secret doors/etc too?
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13 months ago  ::  Jun 01, 2012 - 7:02PM #9
marshzd
Date Joined: Jan 3, 2007
Posts: 143

Jun 1, 2012 -- 4:48PM, Arithezoo wrote:

I like secret DM rolls for stuff like this.  It is silly to not assume that the heroes will be constantly on the lookout for traps and hidden monsters.  In fact, the stealth rules specifically say that once the hiding creature could be detected by another creature, that creature makes a Wisdom check.  In other words, you don't have to constantly say, "I'm looking around and listening for hiding creatures."  It is just assumed that you always are; so why not also assume that you are always looking for traps/secret doors/etc too?




I can't quote or share the rules, but if you look at page 7-8 of the "How to Play" document on perception checks, it states specifically that you need to search for thing specifically, after which it says this is specifically important rule because it's supposed to keep the game fair. It suggests you NEED to make your intentions clear, and be specific, or you automatically fail.

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13 months ago  ::  Jun 01, 2012 - 8:07PM #10
Galotti
Date Joined: May 30, 2012
Posts: 55

Jun 1, 2012 -- 7:02PM, marshzd wrote:


I can't quote or share the rules, but if you look at page 7-8 of the "How to Play" document on perception checks, it states specifically that you need to search for thing specifically, after which it says this is specifically important rule because it's supposed to keep the game fair. It suggests you NEED to make your intentions clear, and be specific, or you automatically fail.



If it's the chunk of guidelines that I think you're talking about it bridges from the end of page 6 to the beginning of page 7. The first part indicates that some adventurers barges through areas and find traps by triggering them, but that most learn to always be on the lookout. Then it talks about making Wisdom checks for every 10 minutes of travel.

This can be read two ways, one being that if nobody says they're looking, assume nobody's looking. The way I read it, however, is that unless the players go out of their way to say they're rushing through an area, the DM can assume that most adventurers are reasonably cautious.  Letting them make the roll was totally in keeping with how I think things should be handled.  If you are a DM that requires explicit searching, that's something that should be mentioned before play starts so that nobody gets too upset about matters.

Regarding the odds of spotting a trap, I think the math is a bit off.

The cleric of Moradin has a 45% chance of hitting or beating 15 on a Wisdom check. If he fails (55% of the time), there's a 40% chance that the fighter will hit 15 on the Wisdom check. If he also fails (55% * 60% == 33%), there's a 40% chance that the rogue finds it. If he fails (33% * 60% == 19.8%), the wizard has two 35% chances to spot it (19.8% * 65% * 65% ==  8.3%).  So there's a roughly 1-in-10 chance that nobody will make the Wisdom check and tell his buddies that a bunch of Kobolds are about to dogpile them.

So everybody rolled poorly. 8.3% happens sometimes.

The trap was DC 13, so the dice gremlins were apparently really out to get your players that session.

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