D&D 5E (2014) Reverse Time Combat

In that case, perhaps you can incentivize the kind of results you’re looking for. Give them XP (or some other meta-currency) for each enemy that returns to full health and leaves the area. Make it clear that the goal of the scene is to see where it began and reward them when they get there.
I haven't mention yet that I am running this encounter with Pregenerated Player Characters. It wasn't pertinent until now. So, Experience awards won't matter much.

But, I could make it clear that an alarm has been tripped (instead of keeping that information from the Players), and getting all the guards to leave the room (to "unrespond") is the goal of this encounter. This would give the Players an incentive to attack the opponents even though this increases the enemies' hit points.
 

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I'd have it begin with the fireball or whatever AoE that finished off the party being uncast, and getting most of the party up (along with maybe a mook enemy or two). Basically given that this is so experimental and odd I'd want to make sure it's a quick three round or less fight, with players being called upon to make only a few "unattacks" and a clear place where the party messed up which could be avoided if they then do it in forward time. By nature this is basically a participatory cut scene, and I wouldn't count on too much compliant participation.
Yes, the culmination of this encounter is that they get to redo the encounter in forward time with the knowledge of how to avoid triggering the response from the guards.

And yes, I agree, this encounter can only last a few rounds as it has a lot of potential for frustration.
 

I'd start everyone without any spell slots. Any slots that don't get "unused" were obviously already used up before they triggered the alarm.

  • They get to cast a spell and add the slot back. They can only cast expended slots.
  • They can still do their movements but narrate it as going backwards.
  • For melee, they can't move before they attack because they already have to be beside their foe on the turn they attack. They have to attack first then move (which is the reverse of what would normally happen - you close in then attack)

Attacking people gives them back HP and communicates exactly how tough the opponents are. A few of those enemies should already be down on the ground.

The goal should be finding out how they died and then replay the whole combat in forward, letting them "get the jump" on the enemy because they already know how they got caught and who they're fighting - maybe they lock doorways so reinforcements can come in, focus on the toughest guy etc..

Give them hints of how they can avoid overwhelming force. Maybe there's a spike trap that one of the enemies triggers and killed a bunch of people - they learn about it in reverse time and then can use it on the enemy in forward time.

That kind of thing. I feel like there should be lots of stuff in the room that, on first glance, seems mundane but, as things unfold, they learn stuff about what's there and how it can help them win.
 

Give them hints of how they can avoid overwhelming force. Maybe there's a spike trap that one of the enemies triggers and killed a bunch of people - they learn about it in reverse time and then can use it on the enemy in forward time.
Okay yes! There should definitely be chandelier on the floor with bodies under it (maybe even a Player Character?). A rope nearby. Was it cut? Was it burned? Maybe blood and hungry rats?!
 




Hmmm, I think it might be easier to “start” with an area effect spell that brought the party or at least the rest of the party down so that everyone comes back to life at the same time, or at least near about.

Also maybe roll all of your NPC’s rolls in advance so you have the numbers handy in a spreadsheet or list, and all you have to do is record the action that occurred next to it. Might make it easier for record keeping, and it means you don’t have to worry about the rolls.
 

Can you lose this combat (or is the loss just simply a more difficult encounter?)
Yeah, it seems this encounter can't be lost. It would inevitably move backward until all of the guards disengage. I suppose that is by design, so the encounter doesn't go on indefinitely. I mean, the Players could do weird things like stop attacking, let their opponents push them to full hit points, then try to escape. (What does this mean? They stood there and let their opponents cut them to ribbons before going down?)

But yeah, I don't think they can lose.
 

I like the idea of having limited spell slots. I also like the idea of bargaining for slots. I expect this encounter might need some more straightforward interactive elements.

So, at the beginning of the encounter, after they have been introduced to the scene, I would ask the spellcasters to reveal how many spells they cast in this encounter. They will be bound to cast that number of spells.

Ehh, something doesn't feel right.

I might have each spell caster roll a 1d4 and that is how many spells they must cast in the encounter. If they cast anymore they will lose extra spell slots at the end of the encounter, one for each they went over the roll. This puts a little more game into it. Too much?
 

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