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General Tabletop Discussion
D&D Older Editions
Invading the castle:Small rooms, small fights, and 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6269007" data-attributes="member: 710"><p>I would also follow the recommendation of combining multiple rooms into one encounter. </p><p></p><p>Ensure that there are multiple ways to get into every room, so the party can't just block one single choke point, nor ends up being suddenly trapped. </p><p></p><p>If you have a larger encounter with multiple enemies, your party is likely to handle a much higher encounter budget. That is because the enemy cannot attack all at once - some will only enter the fight later (simply because they aren't alerted yet), others will have no direct way to the party and need to move around them with no line of sight. </p><p></p><p>The challenge is designing the groups and rooms in such a way that it will make logical sense that there is some delay between fights, that there is a reason for a short rest in between. </p><p></p><p>Though if you want, you could also give more leeway with rests - define certain "milestones" (not in the mechanical sense) in the building where even just 10 rounds or so can act as a short rest.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6269007, member: 710"] I would also follow the recommendation of combining multiple rooms into one encounter. Ensure that there are multiple ways to get into every room, so the party can't just block one single choke point, nor ends up being suddenly trapped. If you have a larger encounter with multiple enemies, your party is likely to handle a much higher encounter budget. That is because the enemy cannot attack all at once - some will only enter the fight later (simply because they aren't alerted yet), others will have no direct way to the party and need to move around them with no line of sight. The challenge is designing the groups and rooms in such a way that it will make logical sense that there is some delay between fights, that there is a reason for a short rest in between. Though if you want, you could also give more leeway with rests - define certain "milestones" (not in the mechanical sense) in the building where even just 10 rounds or so can act as a short rest. [/QUOTE]
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Invading the castle:Small rooms, small fights, and 4e
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