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I haven't played any scenario yet other then the first Drizzt scenario but a question popped up in my head. If Drizzt can relatively easily kill a monster on his own, what keeps a group from gang-banging a single monster at a time before moving on to the next tile?

If each tile spawns only ONE monster (even when there is a group of 4-5 Heroes), what keeps the Heroes from purposefully not exploring but instead killing each individual monster before moving to another tile?

It seems kind of boring!
 
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Malcolm
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Preston
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You must draw an 'encounter' card if you do not draw a new tile - these are BAD and are designed to stop what you point out.


Unless you are being swarmed it generally is a better idea to keep moving forward (and revealing more monsters) than 'camping'.
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Uwe Heilmann
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Hi from Germany,

this kind of predictability (e.g you don't place a new tile = new Encounter card) was one reason why I modified the game system.

There no longer are the cases of
Explored and white arrow tile placed = 1 new monster;
Explored and black arrow tile placed = 1 new monster + Encounter card;
Nothing explored = Encounter card.

Have the dungeon react in a way adjusted to the team's overall capability and adjusted to the current situation.
Therefore a team of let's say 1 level 3 adventurer plus 2 level 2 adventurers will encounter many more monsters (they no longer show up singularly but in small groups) than a team of 4 level 1 adventurers.
If the situation in the dungeon is tough (e.g. a couple of monsters are close and an Environment card is in play), the chance to draw new Encounter cards is very small.

And why is there always a monster when you place a new tile?
Why not: nothing, a surprised monster (group), some items, furniture, treasure, hazards and perils, chambers, special dungeon terrain and so on and so forth.

I can only suggest NOT to stick to the original game procedure. You will lose interest in playing the game once the simple mechanistic and fully predictable sequence of play has become too apparent.

Just some food for thought.


Cheers
U.L.H.
 
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Vayda
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kowalskie wrote:
You must draw an 'encounter' card if you do not draw a new tile - these are BAD and are designed to stop what you point out.


Unless you are being swarmed it generally is a better idea to keep moving forward (and revealing more monsters) than 'camping'.


Exactly. LoD isn't too bad, but for those of us who played CR, encounters were always avoided out of sheer fear

 
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You would think they could add a HP to each monster depending on the # of heroes. For example, the raptor with 1 health would have 5 health if there were 5 heroes.

I guess the encounter cards do change things up.
 
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Dave C
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virferrorum wrote:
kowalskie wrote:
You must draw an 'encounter' card if you do not draw a new tile - these are BAD and are designed to stop what you point out.


Unless you are being swarmed it generally is a better idea to keep moving forward (and revealing more monsters) than 'camping'.


Exactly. LoD isn't too bad, but for those of us who played CR, encounters were always avoided out of sheer fear



In Castle Ravenloft you explore to find more monsters to kill so you have more experience points to avoid the encounters... that's how bad the encounters are in Castle Ravenloft... in CR it's better to run from lots and lots of monsters than to sit around ANYWHERE.
 
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