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General Tabletop Discussion
*TTRPGs General
Creative combat objectives (other than "kill 'em all")
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<blockquote data-quote="Halivar" data-source="post: 4479279" data-attributes="member: 9327"><p>ppaladin123, you get credit for this idea: I think it's awesome.</p><p></p><p><strong>Scenario:</strong> Whack-A-Mole</p><p><strong>Objective:</strong> The players must scramble to different objectives on the map to stop enemy machinations. The enemy only needs to complete one of their objectives; the players must stop all of them. Once an enemy objective is activated, the players are on a time-limit to stop it. This can be evil cultists setting up idols to enslave a whole town, an enemy defensive battery trying to set up magical trebuchets to sink a refugee boat, or goblins in a forest trying to set up bon-fires to burn the forest down.</p><p><strong>Setup:</strong> The map is covered in obstacles, and there are 5 enemy emplacements. Each emplacement is guarded by up to 6 minions, and one non-minion. By random die roll, select one to be "activating", and inform the players (placed on the far side of the mat) that they have 5 rounds to stop the completion of the enemy objective.</p><p><strong>In Play: </strong>Every 3 rounds, randomly activate another emplacement. The urgency factor will increase dramatically, and the party may decide they need to split up.</p><p><strong>Ancillary Skills:</strong> Allow perception or insight checks to allow players to predict which emplacement will activate next. Place obstacles that require the use of Athletics or Acrobatics checks to overcome.</p></blockquote><p></p>
[QUOTE="Halivar, post: 4479279, member: 9327"] ppaladin123, you get credit for this idea: I think it's awesome. [B]Scenario:[/B] Whack-A-Mole [B]Objective:[/B] The players must scramble to different objectives on the map to stop enemy machinations. The enemy only needs to complete one of their objectives; the players must stop all of them. Once an enemy objective is activated, the players are on a time-limit to stop it. This can be evil cultists setting up idols to enslave a whole town, an enemy defensive battery trying to set up magical trebuchets to sink a refugee boat, or goblins in a forest trying to set up bon-fires to burn the forest down. [B]Setup:[/B] The map is covered in obstacles, and there are 5 enemy emplacements. Each emplacement is guarded by up to 6 minions, and one non-minion. By random die roll, select one to be "activating", and inform the players (placed on the far side of the mat) that they have 5 rounds to stop the completion of the enemy objective. [B]In Play: [/B]Every 3 rounds, randomly activate another emplacement. The urgency factor will increase dramatically, and the party may decide they need to split up. [B]Ancillary Skills:[/B] Allow perception or insight checks to allow players to predict which emplacement will activate next. Place obstacles that require the use of Athletics or Acrobatics checks to overcome. [/QUOTE]
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Creative combat objectives (other than "kill 'em all")
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