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*TTRPGs General
Biggest combat/encounter you've run?
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<blockquote data-quote="Haffrung Helleyes" data-source="post: 4117487" data-attributes="member: 1068"><p>I've run a fight in 3.5 with approx. 240 participants. It did take pretty much the entire game session; the PCs were defending their fortified village in the jungle against a horde of cannibal savages.</p><p></p><p>I did adopt some simplifying conventions. The mooks (1st level warriors) were all identical, and since they only had 1 HD , rather than keeping track of damage they had taken I adopted the convention that when one was damaged (but not killed) his tile (I used construction paper squares for minis) got a damage counter, and anytime a mook with a damage counter took more damage he automatically went down.</p><p></p><p>With the tougher bad guys, when they took damage I wrote it on their counter.</p><p></p><p>I grouped bad guys into 'squads' based on their relative positions on the board (which covered a 4 x 8 foot table) , and tracked initiative separately (with an initiative card) for each squad.</p><p></p><p>There were a few high level leaders that I tracked initiative for individually.</p><p></p><p>It was really fun. I'm very fast at running 3.5 combat though; you'd definitely want to be at the top of your game for this. Also, it's very important to think about organization for running the battle. I definitely thought that the colored construction paper counters were better than minis since I could write damage and other effects on them.</p><p></p><p>The players loved it as a change of pace, plus the campaign had been building up to this fight for several adventures. But I wouldn't want to do it all the time.</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Haffrung Helleyes, post: 4117487, member: 1068"] I've run a fight in 3.5 with approx. 240 participants. It did take pretty much the entire game session; the PCs were defending their fortified village in the jungle against a horde of cannibal savages. I did adopt some simplifying conventions. The mooks (1st level warriors) were all identical, and since they only had 1 HD , rather than keeping track of damage they had taken I adopted the convention that when one was damaged (but not killed) his tile (I used construction paper squares for minis) got a damage counter, and anytime a mook with a damage counter took more damage he automatically went down. With the tougher bad guys, when they took damage I wrote it on their counter. I grouped bad guys into 'squads' based on their relative positions on the board (which covered a 4 x 8 foot table) , and tracked initiative separately (with an initiative card) for each squad. There were a few high level leaders that I tracked initiative for individually. It was really fun. I'm very fast at running 3.5 combat though; you'd definitely want to be at the top of your game for this. Also, it's very important to think about organization for running the battle. I definitely thought that the colored construction paper counters were better than minis since I could write damage and other effects on them. The players loved it as a change of pace, plus the campaign had been building up to this fight for several adventures. But I wouldn't want to do it all the time. Ken [/QUOTE]
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