As for
>>members of the group have a mental breakdown and otherwise stymie the party>>members of the group become lost or separated (this seems inevitable)There is no way we can get through this quest dragging along this many NPCs without losses. If NPCs join the fight, expect losses. NPCs are going to be killed, lost or driven insane.
But take the perspective of the wicked dominating Sorceress: although losses are bad, there is a bright side, the herd being thinned makes it easier to control later. It's more than possible that after this quest is resolved that the communists, pirates and griffons could turn on us. The Stalliongraders in particular may want to parlay with the GRU once the Intruder is destroyed instead of becoming deserters and expats. I suspected Blackheel might do exactly that, which is why I implanted my Mark in him to make him easier to control, threaten or even kill later. Silver also wants to make the Stalliongraders his followers, but estimating his leadership score to be about ~11 at this point he's only going to be able to get six of them with a successful leadership check, which means in the event of hostilities it might be bad if the number who want to side with Stalliongrad grossly outnumber him, which could prevent us from keeping the Kostroma. Losses among the pirates are the same, because intend to leave this island with their ship as well.
The point is that so long as we keep the airponies safe, we can accept measurable losses in the herd, and even take advantage of that if we still have enough to crew both ships. Losses are losses, but they are not the end of the world.
>(this seems inevitable)Plus, there are the practical and logistical problems of bringing so many ponies, many of whom are wounded, up the side of the Kostroma and through whatever corridors the party goes down. Every consideration IC and OOC is telling us to just take a small team with us.
I agree here.
Tbh, I think we should try to capture Light Water with the stealthy characters before we even consider attacking with the herd.
In fact, if we capture Light Water, we could potentially use him as bait to draw-out the Intruder and/or its forces, giving us a tactical advantage.
>It is coercing or tricking creatures into the small entry team that Cavaliere is opposed toI am opposed to that too. Infiltration should only be done in small groups. I think only the three stealthiest party members should go for the purpose of finding Light Water.
>Cavaliere is probably best suited for this among all the PCs we have available. I don't know how stealthy Blackheel is but he is the best NPC to bring along for this. We would want Posey to control those amoeba immediately when Light Water is incapacitated. I would not send Kira alone because of her demeanor but like you said she can be valuable for a non-lethal takedownIdk if you would be able to 1v1 any summons around light water.
If we go together to capture him, you could fly him unconscious back to the other boat and we could use him as bait. Furthermore, capturing him alive could allow us to extract information from him, particularly how important he is to the Intruder, and potentially how to destroy it. We don't actually know what the win condition for this quest is, so it could be beneficial to find out first.
>If we're talking about OOC arguments, we should also consider that the GM Pony likes to go for vibes, and "small team enters derelict ship to confront eldritch horror"This would be playing 3.5e as intended (unless you're using Heroes Of Battle), and might be more appropriate and easier to run overall.
The Psion in my game is a Thrallherd with 30+ believers at lvl 7. We had to pre-establish combat modes just to make encounters runnable.
>>193697>"entire platoon shoots into a hole to kill said eldritch horror."I don't think the Intruder is vulnerable to bullets at all in this form. Its damage resistance has been heavily foreshadowed. We need to figure out the win condition first. NPCs should be firing on the thralls and summoned monsters, so we can do our jobs without being harassed by minions.
>the plan of just burning a hole through the roof to attack the Traveler directly is a neat-sounding plan in real life, it's not the most exciting from a D&D dungeon-crawling perspectiveI wasn't even approaching this as a crawl, due to how the map was presented, but if that's the case then a different approach might be necessary.
>GM pone has made some encounters, loot, and secrets on the shipWell, for starters, I intend to take the entire shipand all of the loot in it with us once this is done, because I want to resell it for shekels for my army and castle palace.
You raise a good point about it being annoying to the DM to circumvent encounters through obtuse entry, but tbh we are only having this discussion because the obvious/intended/safe/proper way to enter wasn't really clear in the first place.
(Also this is a milestone game, so no matter how many monsters we fight we don't progress as characters until we get the objective)I have trouble approaching it like a classic crawl when the Intruder seems capable of not only perceiving us wherever we are for tens of miles, but also summoning a seemingly-unlimited number of monsters with no maximum range: Wherever we are, it can still attack us, so a route as direct as possible seems like the logical approach.
I do think it's import to honor the intended encounter plan design though. Maybe this could be resolved with a dice roll, using Knowledge (Warcraft) per Heroes Of Battle to gain a Strategic Advantage?
>>193479GM, could players or NPCs with military backgrounds make Intelligence checks (Knowledge, Warcraft) to assess what would be an optimal
(or intended) way to enter the Kostroma and how to bring/leave our forces? That way we could end this discussion with some dicerolls and go back to playing the game.