Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4E combat and non-combat timing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="chaotix42" data-source="post: 4606814" data-attributes="member: 40530"><p>In 3e I designed dungeons with a lot of potential "spill over" between encounters, and monsters from one room would often join in while the PCs were battling something else. It made for some great battles, and a few delves turned into giant brawls where it seemed like the entire dungeon was after the PCs!</p><p></p><p>In 4e I find myself designing encounters that are far more self-contained, with little potential for "spill over." My dungeons are more sprawling now, or smaller and more sparsely populated. If in any encounter reinforcements are a possibility I'll try to factor them into the initial encounter. However, just recently my PCs ran afoul of an army of hobgoblins and had to deal with an unbeatable amount of reinforcements too organized to defeat piecemeal - they were eventually taken prisoner. This is an exceptional situation in my 4e campaign so far, and it's actually the PCs faults for sticking their noses where it don't belong.</p><p></p><p>I think the idea of a skill challenge changing the progression of time in an important encounter is a great idea though. The PCs could be fighting a delaying battle, and with appropriate skill checks can draw the battle out with a lot of circling, posturing, intimidation, and dynamic scene changes. With one good check maybe the rogue gets his knife pressed up to the throat of an enemy and holds him hostage, turning one round of combat into a tense 1 minute stand-off. </p><p></p><p>How would you implement a skill challenge to condense the PC's actions into a smaller time frame, though? 20 rounds in 20 seconds seems hard to swallow, especially if the battle covers a wide area and involves a lot of movement. It's an interesting idea though - perhaps the skill checks allow for drastic twists in the combat, like "instant death" for a few of the enemies? Knocking out the butler/guard before the countess arrives is a great idea that makes for a quick skill challenge with the the threat of a normal encounter upon failure.</p></blockquote><p></p>
[QUOTE="chaotix42, post: 4606814, member: 40530"] In 3e I designed dungeons with a lot of potential "spill over" between encounters, and monsters from one room would often join in while the PCs were battling something else. It made for some great battles, and a few delves turned into giant brawls where it seemed like the entire dungeon was after the PCs! In 4e I find myself designing encounters that are far more self-contained, with little potential for "spill over." My dungeons are more sprawling now, or smaller and more sparsely populated. If in any encounter reinforcements are a possibility I'll try to factor them into the initial encounter. However, just recently my PCs ran afoul of an army of hobgoblins and had to deal with an unbeatable amount of reinforcements too organized to defeat piecemeal - they were eventually taken prisoner. This is an exceptional situation in my 4e campaign so far, and it's actually the PCs faults for sticking their noses where it don't belong. I think the idea of a skill challenge changing the progression of time in an important encounter is a great idea though. The PCs could be fighting a delaying battle, and with appropriate skill checks can draw the battle out with a lot of circling, posturing, intimidation, and dynamic scene changes. With one good check maybe the rogue gets his knife pressed up to the throat of an enemy and holds him hostage, turning one round of combat into a tense 1 minute stand-off. How would you implement a skill challenge to condense the PC's actions into a smaller time frame, though? 20 rounds in 20 seconds seems hard to swallow, especially if the battle covers a wide area and involves a lot of movement. It's an interesting idea though - perhaps the skill checks allow for drastic twists in the combat, like "instant death" for a few of the enemies? Knocking out the butler/guard before the countess arrives is a great idea that makes for a quick skill challenge with the the threat of a normal encounter upon failure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4E combat and non-combat timing
Top