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Making Engaging Challenging Encounters
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5404691" data-attributes="member: 20805"><p>Fights in the doorway can be pretty cool sometimes!</p><p></p><p>Thanks for starting this thread, I was just looking at my upcoming encounter tommorrow and trying to figure out how to make it less of a chess-game where my peices move around and try to take out thier pieces on a flat battle map.</p><p></p><p> My options for this particular encounter so far are:</p><p> - Very crowded room with 'innocent' bystanders</p><p> - important NPCs that may need some protection</p><p> - Large oaken tables {the kind used for banquets} to stunt off of</p><p></p><p></p><p>I think three things are about the limit before it gets too messy.</p><p></p><p>As to the complications, I think there are a couple categories that motivate different reactions from the players. I prefer those items that encourage the player to have a meaningful choice between just whacking the bad guy and doing something unique {and hopefully memorable}</p><p></p><p>Goals:</p><p> - PCs have protect/destroy something</p><p> - PCs have a time limit and/or the NPCs are trying to delay them</p><p> - PCs have to move to a specific location/item</p><p></p><p>Terrain: {What the PCs should see immediately on the map}</p><p> - blocking terrain</p><p> - hazardous terrain</p><p> - changes in elevation</p><p> - restrictive terrain {rope bridge}</p><p> - moving terrain {river, barges, flying skids...}</p><p></p><p>Battlefield effects:</p><p> - cover/concealment {mist, fog, trees, etc}</p><p> - Boost/bane locations {blood rock, etc..}</p><p> - Hazards/Traps</p><p> - Moving Hazards/Traps </p><p></p><p>Troop effects:</p><p> - reserve forces</p><p> - special troops</p><p> - NPC role mix</p><p></p><p>Stunt Enablers:</p><p> - Position based attacks, pushing a pile of rocks over, etc</p><p> - Movement based attack enhancer {leap over an obstacle to gain combat advantage, etc..}</p><p> - Position based movement enhancers {swing on the chandelier, etc..}</p><p></p><p></p><p>The Twist: {saved for rare occasions}</p><p> - Unkillable by normal means, require skill challenge to defeat</p><p> - Negotiation possible, perhaps convert one or more of the bad guys</p><p> - Monster Generator/Portal</p><p></p><p>Each encounter should have at least 3 of the above, in addition to the critters of course!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5404691, member: 20805"] Fights in the doorway can be pretty cool sometimes! Thanks for starting this thread, I was just looking at my upcoming encounter tommorrow and trying to figure out how to make it less of a chess-game where my peices move around and try to take out thier pieces on a flat battle map. My options for this particular encounter so far are: - Very crowded room with 'innocent' bystanders - important NPCs that may need some protection - Large oaken tables {the kind used for banquets} to stunt off of I think three things are about the limit before it gets too messy. As to the complications, I think there are a couple categories that motivate different reactions from the players. I prefer those items that encourage the player to have a meaningful choice between just whacking the bad guy and doing something unique {and hopefully memorable} Goals: - PCs have protect/destroy something - PCs have a time limit and/or the NPCs are trying to delay them - PCs have to move to a specific location/item Terrain: {What the PCs should see immediately on the map} - blocking terrain - hazardous terrain - changes in elevation - restrictive terrain {rope bridge} - moving terrain {river, barges, flying skids...} Battlefield effects: - cover/concealment {mist, fog, trees, etc} - Boost/bane locations {blood rock, etc..} - Hazards/Traps - Moving Hazards/Traps Troop effects: - reserve forces - special troops - NPC role mix Stunt Enablers: - Position based attacks, pushing a pile of rocks over, etc - Movement based attack enhancer {leap over an obstacle to gain combat advantage, etc..} - Position based movement enhancers {swing on the chandelier, etc..} The Twist: {saved for rare occasions} - Unkillable by normal means, require skill challenge to defeat - Negotiation possible, perhaps convert one or more of the bad guys - Monster Generator/Portal Each encounter should have at least 3 of the above, in addition to the critters of course! [/QUOTE]
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