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Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Balesir" data-source="post: 6798180" data-attributes="member: 27160"><p>I am the GM, but I don't have much in the way of notes for these (old ones have been thrown out, recent ones I don't need notes for any more).</p><p></p><p>The basic mechanisms I list above. Encounters I have used it for include the approach to the temple entrance in the Demon Queen's Enclave adventure (P2) and the approach to a building (avoiding spoilers, but if you have played it you'll probably remember it) in Death's Reach (E1).</p><p></p><p>A complexity 1 challenge will get the combat map laid out prior to the combat beginning, the PCs get surprise from a base start point far enough away to be out of sight and one opponent is minionised (pick the one most susceptible to surprise from the characters' angle of attack). Each extra complexity level gets another minionised opponent and, depending on the skill used (which depends on the players' plan) one or two of the following:</p><p></p><p>- Expand the PCs "start area" for stealth, climb etc. rolls. Any or all PCs may try the roll, but all must succeed that try to count a "success" and any who succeed may take advantage of the expanded start position. This can be done more than once - opening up new approach options, extending the "set up" area closer to and/or flanking the monsters, etc.</p><p></p><p>- Place more opponents, traps, terrain features, etc. before the PCs set up for Perception and stealth tasks; allow monster knowledge checks for those that are revealed in sight (and maybe reveal positions of those out of sight, but only as "unknown creature here").</p><p></p><p>- Allow the players to ask for a monster to be moved at least X squares from its current position before initiative is rolled for a success with stealth/scouting/communication. This represents waiting for a good opportunity and timing the attack for (e.g.) when the guard with the gong moves away from his post...</p><p></p><p>It's hard to give solid guidelines because it relies very much on the combat map you are using, the monsters' purpose and identity and the players' plan. All I can really say is you will know what to offer when you see the encounter map and hear the plan...</p><p></p><p>On failures feel free to move monsters into more awkward positions or out of sight. Three failures means roll initiative NOW...</p><p></p><p>Edit: I should say that I use my own rules generalisation for SCs per this document:</p><p></p><p>[ATTACH]73096[/ATTACH]</p></blockquote><p></p>
[QUOTE="Balesir, post: 6798180, member: 27160"] I am the GM, but I don't have much in the way of notes for these (old ones have been thrown out, recent ones I don't need notes for any more). The basic mechanisms I list above. Encounters I have used it for include the approach to the temple entrance in the Demon Queen's Enclave adventure (P2) and the approach to a building (avoiding spoilers, but if you have played it you'll probably remember it) in Death's Reach (E1). A complexity 1 challenge will get the combat map laid out prior to the combat beginning, the PCs get surprise from a base start point far enough away to be out of sight and one opponent is minionised (pick the one most susceptible to surprise from the characters' angle of attack). Each extra complexity level gets another minionised opponent and, depending on the skill used (which depends on the players' plan) one or two of the following: - Expand the PCs "start area" for stealth, climb etc. rolls. Any or all PCs may try the roll, but all must succeed that try to count a "success" and any who succeed may take advantage of the expanded start position. This can be done more than once - opening up new approach options, extending the "set up" area closer to and/or flanking the monsters, etc. - Place more opponents, traps, terrain features, etc. before the PCs set up for Perception and stealth tasks; allow monster knowledge checks for those that are revealed in sight (and maybe reveal positions of those out of sight, but only as "unknown creature here"). - Allow the players to ask for a monster to be moved at least X squares from its current position before initiative is rolled for a success with stealth/scouting/communication. This represents waiting for a good opportunity and timing the attack for (e.g.) when the guard with the gong moves away from his post... It's hard to give solid guidelines because it relies very much on the combat map you are using, the monsters' purpose and identity and the players' plan. All I can really say is you will know what to offer when you see the encounter map and hear the plan... On failures feel free to move monsters into more awkward positions or out of sight. Three failures means roll initiative NOW... Edit: I should say that I use my own rules generalisation for SCs per this document: [ATTACH=CONFIG]73096._xfImport[/ATTACH] [/QUOTE]
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