Manbearcat
Legend
- Advice for encounter design (using terrain and traps, how to use minions, how to use solos, avoiding slog, etc.)
For maximum pithitude, I'm just going to include headers and not dig-down into the machinery:
1) Make the battlefield interactive
a) Make the PCs need to move.
b) Make the PCs want to move.
c) Make the PCs want to force move the bad guys.
d) Make the PCs want to stunt.
2) Team monster
a) Diversify team monster.
b) Synergize team monster with each other.
c) Synergize team monster with the battlefield (especially if it is their lair).
3) Solos
a) Retain their overall action economy but reward control effects against them.
b) They should get more dangerous as their Hit Points diminish.
c) They should ultra-mondo super-duper synergize with guards, lackeys, and their lair.
4) General
a) Be VERY aware of the assumed math (eg try not to stray too far from PC 50-60 % hit rate) at Heroic and lower Paragon especially (loosen it up later); sparing use of Soldiers and above level enemies.
b) Always spend some of your encounter budget on hazards/traps and remember 2c above.
c) Don't be afraid to be transparent.
d) Team monster's HP pool isn't the "combat is over" marker.
e) Do CRAZY stuff mid-combat to change everything (reinforcements!, landslide!, flash-flood!, eruption!, gate!, building collapsing/burning!)
f) Everyone helps with set-up.
g) Rotate a lieutenant to help with accounting.
h) Have good visual cues.
i) Well-organized character sheets.
j) Everyone stays frosty.
k) Keep things moving.
l) If you haven't declared and resolved your action in 60 seconds then you're delaying. See j and k above.
m) If you miss your window for an immediate action, tough luck. See j and k above.