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Rangda's Zeitgeist Campaign (SPOILERS)
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<blockquote data-quote="gideonpepys" data-source="post: 6011096" data-attributes="member: 79141"><p>I had 'rules' issues with the Griffoni scene too. As with almost all Zeitgeist encounters, the concept behind it is original and cinematic. But as a DM you have to be very careful to ensure it works out the way it was intended. Here it is best to pregenerate the wands used, ignore the attack restrictions (making them, say, +5 vs NAD) and have one each round go off with unintended/hilarious results. The encounter can get very 'fiddly' with so many minions to account for.</p><p></p><p>This combat more than any other (coming hot on the heals of the House Elf combat) made me decide to prioritize flavor over mechanics from there on out: Once I have used narrative devices and fudged rolls to ensure the 'feel' of the combat, I then revert to game mechanics to resolve the outcome - possibly cheating things back in the PCs favor once or twice if I have biased things against them to begin with.</p><p></p><p>My priority is to establish the scene very much as it would play out in the mind's eye of a movie director, before allowing chance to determine how things turn out. Generally speaking, this approach works very well.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6011096, member: 79141"] I had 'rules' issues with the Griffoni scene too. As with almost all Zeitgeist encounters, the concept behind it is original and cinematic. But as a DM you have to be very careful to ensure it works out the way it was intended. Here it is best to pregenerate the wands used, ignore the attack restrictions (making them, say, +5 vs NAD) and have one each round go off with unintended/hilarious results. The encounter can get very 'fiddly' with so many minions to account for. This combat more than any other (coming hot on the heals of the House Elf combat) made me decide to prioritize flavor over mechanics from there on out: Once I have used narrative devices and fudged rolls to ensure the 'feel' of the combat, I then revert to game mechanics to resolve the outcome - possibly cheating things back in the PCs favor once or twice if I have biased things against them to begin with. My priority is to establish the scene very much as it would play out in the mind's eye of a movie director, before allowing chance to determine how things turn out. Generally speaking, this approach works very well. [/QUOTE]
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