Lakesidefantasy
Legend
I am going to run a combat encounter  in reverse time. Do you have any advice for doing this? 
I'm going to run initiative order from lowest to highest.
Everyone starts the encounter dead, with 0 hit points.
We will roll for attacks and damage but any damage will add to our hit point total.
At the "beginning" of the encounter one of the victorious opponents will deliver the killing blow to one of our dead characters and he will fall up with what few hit points he gained from the strike. In successive rounds this will happen to the other Players' Characters.
Unbeknownst to the Players this encounter began with a tripped alarm. Each round one or two of the opponents will run backwards out of the room.
When a enemy opponent reaches maximum hit points it will run backwards out of the room.
What do you think?
I'm not trying to actually run a combat encounter in reverse order, I'm trying to create the illusion of a reverse time combat where effects precede their causes.
				
			I'm going to run initiative order from lowest to highest.
Everyone starts the encounter dead, with 0 hit points.
We will roll for attacks and damage but any damage will add to our hit point total.
At the "beginning" of the encounter one of the victorious opponents will deliver the killing blow to one of our dead characters and he will fall up with what few hit points he gained from the strike. In successive rounds this will happen to the other Players' Characters.
Unbeknownst to the Players this encounter began with a tripped alarm. Each round one or two of the opponents will run backwards out of the room.
When a enemy opponent reaches maximum hit points it will run backwards out of the room.
What do you think?
I'm not trying to actually run a combat encounter in reverse order, I'm trying to create the illusion of a reverse time combat where effects precede their causes.
 
				 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		