They do not fight to the death. Most things should not.
You roll morale after the first losses. Not at the end. Not when it is obvious. Early. That timing matters. One creature drops. Maybe two. Now you check.
They do not fight to the death. Most things should not.
You roll morale after the first losses. Not at the end. Not when it is obvious. Early. That timing matters. One creature drops. Maybe two. Now you check.
So AD&D was never built around the idea that every fight should be balanced, fair and "level appropriate". This is one of the biggest, I guess shocks for modern players when they come to the table to play AD&D 1e. You could enter a dungeon, turn a corner, run into a monster that is more powerful then you and get your ass handed to you as you finally realize running was a better choice rather then rushing in like a superhero. The correct answer is in most cases is learn how to run and come back later with a better plan.
How mean are White Dragons? That's what this episode is about. We're looking at the dragon itself, what makes it nasty, and how you can use one in your campaign without treating it like a big white lizard with wings.
One month ago I said goodbye to the channel. Since then, I received emails, messages, and a lot of support asking me to come back.
So I heard you.
That was the thought behind the video. At first, it feels like the same idea. Something takes a shape. Something replaces someone. Something gets close to the party and causes trouble. Fine. But the more I thought about it, the more I realized that is not the same monster at all.
Last week, I visited the comic book store to pick up my regular comics. While chatting with the staff member behind the counter, he recommended that I take a look at the new Justice League Unlimited series, saying how it was just like the old cartoon of the same name. Interested in it at that point so I decided to give it a shot.