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Boy, that escalated quickly...
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<blockquote data-quote="Hussar" data-source="post: 6829701" data-attributes="member: 22779"><p>Just to jump on the other side of the fence and counter myself for a moment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Part of the issue is in scenario design as well. Since this is a module, I can't fault [MENTION=2067]I'm A Banana[/MENTION] here. For the past few scenarios, we've been assaulting lairs. From the castle in the swamp to the hunting lodge to this flying castle now, the scenarios have been pretty similar in setup. Large, fairy well defended position with loads of mooks in pretty close proximity to each other. I'm not sure it's actually reasonably possible to not chain encounters together. When you have dozens of baddies, all within shouting distance of each other, every time a combat encounter starts, it's going to spill over into other encounters. With these particular scenarios, it's been pretty inevitable that numerous encounters would be triggered at the same time. There's just no really reasonable way to keep them discrete. </p><p></p><p>I wonder if this isn't perhaps a flaw in the design of the module.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6829701, member: 22779"] Just to jump on the other side of the fence and counter myself for a moment. :D Part of the issue is in scenario design as well. Since this is a module, I can't fault [MENTION=2067]I'm A Banana[/MENTION] here. For the past few scenarios, we've been assaulting lairs. From the castle in the swamp to the hunting lodge to this flying castle now, the scenarios have been pretty similar in setup. Large, fairy well defended position with loads of mooks in pretty close proximity to each other. I'm not sure it's actually reasonably possible to not chain encounters together. When you have dozens of baddies, all within shouting distance of each other, every time a combat encounter starts, it's going to spill over into other encounters. With these particular scenarios, it's been pretty inevitable that numerous encounters would be triggered at the same time. There's just no really reasonable way to keep them discrete. I wonder if this isn't perhaps a flaw in the design of the module. [/QUOTE]
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