Telepathy generally has a range of 100 feet, such as here (incidentally, any attempt to stealth attack the tower will be automatically detected at 90 feet, no points for guessing how).hyzmarca wrote:The standard is to use line-of-sight visual communication with shuttered lanterns. In the ridiculous D&D economy, this costs somewhere between 1 and 120 pieces of silver per lantern, depending on which model you are using. You can use a rather simple code (1 if by land, two if by sea) or something much more complex. A skilled signal lamp operator can flash morse very quickly and a read it just as fast. In the daylight you'd use semaphore instead.Mr. GC wrote:They can't control where the bell tower is. Other than cast Silence before any of the enemies get an action, or kill every enemy before any enemy gets an action, just having the first action be to ring that bell is enough. And that isn't very likely to happen unless you're also doing some serious init boosting... otherwise even if you think to make the right move you won't do it fast enough.John Magnum wrote:So the enemies have a comically poor layout of their base and lines of communication. I thought you said you WEREN'T sandbagging...?
Belltowers are like air-raid sirens. They're useful for alerting large numbers of people, particularly civilians, to a danger that is intermittent, like "dragon incoming, get in a hole".
For command and control of a paramilitary group, they're total shit. Optical communication has superior range, superior information density, is less likely to be intercepted (though interception is still possible) and is immune to Silence. It can still be be fucked over by Globe of Darkness, but since lanterns are portable and not tied to any specific infrastructure you can have multiple watchtowers covering the area instead of putting everyone in one belltower.
And even that would be moot if the characters made use of telepathy.
The Dragon doesn't even need Alarm because he has a Breath Weapon, and people will notice that.
And third, a loud shout by a skilled crier can carry a lot further than 1000 feet. Merely applying a +1 per 10 feet modifier to the lisiten check without applying a negative modifier for the guard shouting and trying to be heard is against the spirit of the rules.
A negative modifier for the guard shouting would be -5, perhaps -10... Still a DC impossible check. Even the dragon, who halves distance penalties would be very unlikely to make that one.
Also, it's day time.
Instantly restart, but have to get back to where you were or lose all your unspent XP forever if you die again. This can take longer than making a new character.nockermensch wrote:Yes. The difference is that dying in Dark Souls means I get to instantly restart, while dying in D&D means the evening is now about "making another character" instead "playing D&D".
You're right that Dark Souls AI is pretty bad despite their best efforts. Obviously, a D&D game wouldn't have those flaws.But then again, it's a bad comparison. In Dark Souls, the game makers still want you to win, they only want you feel really challenged while doing so. "HARD MODE D&D" means that the DM should earnestly emulate the Int 26 lvl 15 Evil Wizard, the Wis 26 lvl 15 Evil Druid and/or the 1000 years old Evil Dragon. And when guys like these want to defeat the PCs, they'll just do that, by using exactly the same tools the PCs have at their disposition. (divination spells beforehand, then ambush and ultra-murder, since D&D favors this tactic)
By the time you reach those levels you have Mind Blank so what's the problem?
ITT: People can't tell the difference between hard and impossible.

