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That sounds good, but it really depends on how defensible and a few other factors. Personally, I like to add that stuff after the fact. It depends on how big a difference it plays in the actual battle combined with how well the PCs react to it. Depending on that, I add a little extra XP for the encounter.
 

The PCs can only attack with ranged weapons and typically with 1 range increment (-2). The enemies have 1/2 cover (-4). In effect, their to hit requires +6 more on average. They are low level characters.
 

That can be pretty deadly depending on how low a level, numbers on each side, and amount of missile weapons. Obviously, you know the group better and what they can handle. Will the PCs also have a place to hide or will they be out in the open? Does the enemy havea greater amount of ranged attacks? Depending on those answers 10% might be low.
 

It is a tough situation, for sure. The players can get 1/4 cover (-2) at will. The enemies likewise have the range penalty (-2). It is typically 4 players against 3 snipers. Rushing the fortification can give the players peace, but the snipers will still be a threat. The players have approximately 75-ft. to travel across broken terrain (reduced movement) before they are safe. Then attempting to get to the snipers for melee is again in favor of the snipers (narrow stairwell).

Conversavitve spellcaster parties will have more difficulties than spellcasters that loose their spells often.

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