So I spent some time going over the idea of the game with the players, that they would be a decoy party trying to help the real party succeed. I emphasised to them that we would follow the books/movies to some degree, but there would be some variances. Reminded them that there would be situations that maybe pre-determined to some degree... like they will not be killing Smaug, even if they can. Some events and facts are written in stone. We started off with where they left the last campaign, completing the task they had been doing for Elrond - gather the Regalia of Cardolan. This campaign had been centred around Bree and those characters had progressed to 11 th level. The restart saw them go back to 10th level and a few characters change to fit the story (extra hobbit for Samwise etc). They left Rivendell and were returning to Bree, deciding to rest on Weathertop along the way. When they climbed to the top they discovered 13 dead dwarves. One of the dwarves was clutchin...
I started the session with a change of policy concerning rogues and surprise attacks. For some time I had not been happy with the way we had played with the way rogues can hide and attack, usually every round. This is especially true with hobbits who can hide behind other creatures... hide shoot, hide shoot etc. I had been reading a few articles here and there about it, and recently I found one that had a more reasonable explanation, which is the concept of not only being unseen, but also unknown. The idea is that just because a rogue hides behind a rock or a corner doesn't mean the viewer doesn't know about them, and when the rogue emerges from cover they are not unseen because they are known and expected. The gain unknown you have to distract the target or make an effort to remove yourself from their awareness. The argument here is not about sneak attacks, they can get that fairly easily. We are talking about having advantage every round. Anyway that is what I explai...
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