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General Tabletop Discussion
*Dungeons & Dragons
A full on battlefield encounter (not just a skirmish) at level 2/3 - any tips, ideas anecdotes, etc? xD
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<blockquote data-quote="kagayaku" data-source="post: 7157283" data-attributes="member: 6876021"><p>Thanks Xeviat!</p><p>I'm a little worried about this as well if I'm honest. The players have fortifications available and I'm giving all the invaders (except key bad guys if the PCs decide to target them) 'shoddy' weapons and armour with -1 debuffs to their atk, dmg and ac which will hopefully make things a tiny bit less scary (and these invaders aren't particularly well off so I think it fits from a narrative perspective). There are also a small number of guards and a large number of lesser trained armed townsfolk fighting on the side of the PCs so they'll provide some cover (yeah, I know :'D) and damage output, and maybe will make it a bit safer if the PCs decide they want to charge out from cover and attack the catapults etc. Though... in a situation with many NPCs around the PCs I'm still not sure how I'm going to fairly determine who gets targetted when, eg. a volley of javelins rains in, or orcs charge the front line. I guess I could treat everyone in the area as equally likely targets and print off a table of probably of getting chosen x times by y picks in a group of z size, then just roll a d100 or d20 against the chart for each PC and key NPC in the targetted group and pick other NPCs randomly. I think that would be relatively fast but maybe a little ott. Obviously smarter enemies will specifically target whoever they see as a high value low risk target. How would you deal with this?</p><p></p><p></p><p>Wow, thanks for another in depth reply, Quickleaf. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It sounds like you've successfully ran games with the exact atmosphere and pressure I'm looking for! </p><p></p><p>I'll do my best to take your advice on board. I'm still trying to figure out some battlefield objectives that make sense for the situation, PC level and their standing in the town, but I'll get there. More will no doubt naturally arise from the players choices on the day too. I hadn't really thought about splitting the battle up into zones as such but it could help me simplify things so I'll think about that. Whatever the case, I really like the unit cards idea now that you've described an example. With about 1 day before the arrival of the orcish army, if my players can give me an excuse to make one available I'll be sure to do so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I think this is pretty much the way I want things to be running. I'll be using small dry-wipe grid mats for the nearby and imminently dangerous stuff, and a smattering of descriptive story telling and shouty NPCs for everything else. I already know that some of my PCs want to be on top of the walls, and others want to be down by the gates (or possibly on a... possibly stolen... war horse). Anyway, some of the players will be able to see a long way, others will be near key commanders, and... possibly one will have high mobility. I figure all of these things will lead to plenty of opportunities to give the players lots of information and agency. Incidentally, I'm hoping the players will stay nearby to each other, but if the guy with the horse really wants to charge into the distance with the cavalry I'll let him. I think it'll be ok so long as the important aspects of visible surroundings outside of the mats are succinctly and clearly described, and I have multiple mats so I can still show everyone their immediate tactical surroundings (providing they don't split into more than 3 groups :'D)</p><p></p><p></p><p></p><p>Is there a particular reason you consider it important that the players know what the countdown die represent? The reason I'm asking is that I want to use them for 2 benefits:</p><p>1. A little bit of dramatic irony driven suspense as the players know that SOMETHING significant is coming the characters' way and that (knowing me very well as they all do) it is likely bad... Though in this case it mostly isn't so maybe they don't know me so well after all.</p><p>2. So they don't all call me out for dropping a deus ex machina on them to bail them out just when they need it and "cheating" for them.</p><p>I don't want to give away surprises before they happen though (for example that the princess's message reached her family on time, which was rolled for behind the screen), nor give the players too much to metagame with as it may be tempting for some but would detract from the fun for others. I figured I could just roll a d6, put that down, put down a d4 on 4 and roll another d4 and put it on top of the 4, etc. and say "Don't let me forget to put these all down by 1 each turn guys and gals", and just watch them enjoy the panic. I suppose they could accuse me of cheating what each die means (and honestly, if it makes it more exciting or balanced I'm not against doing that) but it'd have to happen a few turns in advance for most things as they'd be likely to notice signs of what was to come a few turns ahead of arrival anyway. It seems ok to me?</p></blockquote><p></p>
[QUOTE="kagayaku, post: 7157283, member: 6876021"] Thanks Xeviat! I'm a little worried about this as well if I'm honest. The players have fortifications available and I'm giving all the invaders (except key bad guys if the PCs decide to target them) 'shoddy' weapons and armour with -1 debuffs to their atk, dmg and ac which will hopefully make things a tiny bit less scary (and these invaders aren't particularly well off so I think it fits from a narrative perspective). There are also a small number of guards and a large number of lesser trained armed townsfolk fighting on the side of the PCs so they'll provide some cover (yeah, I know :'D) and damage output, and maybe will make it a bit safer if the PCs decide they want to charge out from cover and attack the catapults etc. Though... in a situation with many NPCs around the PCs I'm still not sure how I'm going to fairly determine who gets targetted when, eg. a volley of javelins rains in, or orcs charge the front line. I guess I could treat everyone in the area as equally likely targets and print off a table of probably of getting chosen x times by y picks in a group of z size, then just roll a d100 or d20 against the chart for each PC and key NPC in the targetted group and pick other NPCs randomly. I think that would be relatively fast but maybe a little ott. Obviously smarter enemies will specifically target whoever they see as a high value low risk target. How would you deal with this? Wow, thanks for another in depth reply, Quickleaf. :) It sounds like you've successfully ran games with the exact atmosphere and pressure I'm looking for! I'll do my best to take your advice on board. I'm still trying to figure out some battlefield objectives that make sense for the situation, PC level and their standing in the town, but I'll get there. More will no doubt naturally arise from the players choices on the day too. I hadn't really thought about splitting the battle up into zones as such but it could help me simplify things so I'll think about that. Whatever the case, I really like the unit cards idea now that you've described an example. With about 1 day before the arrival of the orcish army, if my players can give me an excuse to make one available I'll be sure to do so. ;) I think this is pretty much the way I want things to be running. I'll be using small dry-wipe grid mats for the nearby and imminently dangerous stuff, and a smattering of descriptive story telling and shouty NPCs for everything else. I already know that some of my PCs want to be on top of the walls, and others want to be down by the gates (or possibly on a... possibly stolen... war horse). Anyway, some of the players will be able to see a long way, others will be near key commanders, and... possibly one will have high mobility. I figure all of these things will lead to plenty of opportunities to give the players lots of information and agency. Incidentally, I'm hoping the players will stay nearby to each other, but if the guy with the horse really wants to charge into the distance with the cavalry I'll let him. I think it'll be ok so long as the important aspects of visible surroundings outside of the mats are succinctly and clearly described, and I have multiple mats so I can still show everyone their immediate tactical surroundings (providing they don't split into more than 3 groups :'D) Is there a particular reason you consider it important that the players know what the countdown die represent? The reason I'm asking is that I want to use them for 2 benefits: 1. A little bit of dramatic irony driven suspense as the players know that SOMETHING significant is coming the characters' way and that (knowing me very well as they all do) it is likely bad... Though in this case it mostly isn't so maybe they don't know me so well after all. 2. So they don't all call me out for dropping a deus ex machina on them to bail them out just when they need it and "cheating" for them. I don't want to give away surprises before they happen though (for example that the princess's message reached her family on time, which was rolled for behind the screen), nor give the players too much to metagame with as it may be tempting for some but would detract from the fun for others. I figured I could just roll a d6, put that down, put down a d4 on 4 and roll another d4 and put it on top of the 4, etc. and say "Don't let me forget to put these all down by 1 each turn guys and gals", and just watch them enjoy the panic. I suppose they could accuse me of cheating what each die means (and honestly, if it makes it more exciting or balanced I'm not against doing that) but it'd have to happen a few turns in advance for most things as they'd be likely to notice signs of what was to come a few turns ahead of arrival anyway. It seems ok to me? [/QUOTE]
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A full on battlefield encounter (not just a skirmish) at level 2/3 - any tips, ideas anecdotes, etc? xD
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