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<blockquote data-quote="Robtheman" data-source="post: 5632208" data-attributes="member: 89625"><p>I would suggest the following for the other side, all of which focuses on creating dynamic encounters on the fly.</p><p></p><p>- Treasure/reward generation</p><p></p><p>- Random encounter compositions by party size and level (2-3 players, level 3, 1 elite, 1 standard, 4 minions, for example). This could help a lot of new players creating interesting party appropriate encounters. Would require a slightly more complex table but would be cool to have around.</p><p></p><p>- Environmental effects by tier (similar to the improvised action table) which would suggest 5-10 terrain challenges to choose from and how they influence combat. Examples: shifting sands at heroic makes it impossible to shift or imposes the slow status effect; necrotic auras at paragon cause anyone (good or bad) starting inside to take 10 damage and take -2 defenses until end of turn; linked portals at epic allow for moving around the room or forcing someone else through the portal with bull rush (perhaps some portal to a particularly deadly trap, etc.).</p><p></p><p>- conditions with current errata</p><p></p><p>- improvised ritual rules</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5632208, member: 89625"] I would suggest the following for the other side, all of which focuses on creating dynamic encounters on the fly. - Treasure/reward generation - Random encounter compositions by party size and level (2-3 players, level 3, 1 elite, 1 standard, 4 minions, for example). This could help a lot of new players creating interesting party appropriate encounters. Would require a slightly more complex table but would be cool to have around. - Environmental effects by tier (similar to the improvised action table) which would suggest 5-10 terrain challenges to choose from and how they influence combat. Examples: shifting sands at heroic makes it impossible to shift or imposes the slow status effect; necrotic auras at paragon cause anyone (good or bad) starting inside to take 10 damage and take -2 defenses until end of turn; linked portals at epic allow for moving around the room or forcing someone else through the portal with bull rush (perhaps some portal to a particularly deadly trap, etc.). - conditions with current errata - improvised ritual rules [/QUOTE]
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