Looking at it from a numbers standpoint. In the campaigns I played in my youth, we typically stuck to the following format.
Roll 3d6 (No 1's 2's or 3's allowed)
All 4's All 6's
STR 12 18
DEX 12 18
CON 12 18
INT 12 18
WIS 12 18
CHA 12 18
Total 72 108
The reason being that if you weren't significanty above average, you'd be dead in short order.
Think about say Navy Seal teams. Highly trained, highly motivated, well equipped and they still occassionally get their asses handed to them when something goes wrong.
I've never played with a
D&D group or DM that was capable of even coming close to that level of organization.
Titihius checks the door for traps and finds that it is locked. Using his trusty thieves tools he manages to pick the lock with a only a minor amount of noise. Pausing to listen, he hears nothing from the room beyond. He looks to his party of comrades and gives them the clear sign. Gorban the Destroyer motions for Tithius to get on with it and open the door. The party girds their loins in preparation for what might lie ahead. Ever so slightly, Tithius depresses the door latch and gives the door a sligth push. The door swings noiselessly open on well oiled hinges exposing a dimly lit chamber and a figure holding a crossbow. Tithius doesn't even have time to say a prayer to the gods before a bolt from the crossbow slams into his forehead. He falls to the floor stone dead. Heavily armed troopers stream into the hallway arms at the ready. (Party -1, Heavily Armed Troopers = +1)
With the individual effort I've seen from most adventuring parties, you'd need to be the best of the best or the odds of dying quickly would be high.
I'd like to read a book about a group of adventures that did plan everything to a T, then relied on personally ability+teamwork when the plan met the enemy.
Bard goes off to barding college to ask about local lore - what might they be up against
Cleric goes off to temple to pray for guidance on their upcoming adventures (read cast lots of divination spells, purchase medical supplies, and healing spells/potions)
Mage hits the library/magical school with a similar mission to the bards
Druid goes to talk with the local herbalist - local flora, fauna, herbs, etc.,.
Fighters wander down the local garrison to talk shop with the local militia forces
Thief heads to the thieves guild to pick up caltrops & marbles (in case they need to beat a retreat), tanglefoot bags for disabling opponents, flash bombs to be tossed into rooms in order to blind their occupants).
Maybe not high fantasy, but crap, lets run into a room filled with Medusae without a mirror. My saves are good. Are yours?
Edited by cirerrek, 21 May 2006 - 12:02 AM.