Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a multi-goal encounter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MoutonRustique" data-source="post: 7296378" data-attributes="member: 22362"><p><u>My take on this:</u></p><p></p><p>Use skill challenges.</p><p></p><p>Make the required actions minor actions.</p><p></p><p>Allow using a standard action for a <em>substantial</em> bonus - something like: +10 to check, 2 success (or something)</p><p></p><p><em>Force</em> player movement: </p><p>- the portal's weak glyph changes spot every time someone attempts a check</p><p>- the room's defenses spring a [death obelisk] adjacent to a PC within 2 squares of the teleportation circle. The [death obelisk] has an aura 1 that deals damage/effect at the end of the player's turn.</p><p>- the foes the PCs face have plenty of forced movement (I encourage push and pull - they require less reflection, and offer very clever players <em>some</em> agency as to end result)</p><p>- the room has a few very desirable defensive positions that also don't offer the opportunity to participate in the challenges...</p><p>- the room has a few very desirable offensive positions. But let's just say that defense suffers... <em>at lot.</em> hehehe</p><p></p><p>Figure out the numbers based on your group size.</p><p>- If you have 5 players, it's "easy" to plan and design around 1-2 on portal, 1-2 on wizard, 2-3 on foes.</p><p>- (keeping with 5) Plan for 1 PC on each "event" and 3 on foe management.</p><p>- Restrict possible gains per round on each event.</p><p>- Try and make the restrictions organic: there are only 1 or 2 squares where they can interact with it. There is an obvious sequence to the "event" and it takes a bit of a time (a round) until one action "resolves" to enable the next part (a pillar is damaged and will fall at the player's next start).</p><p></p><p>... my take for now.</p><p></p><p>Addendum to the [sequence] idea:</p><p>- if you make it so there are <em>very</em> different skill sets required for the sequence of an event, you can force players to change "spots" within the encounter</p><p></p><p>Ex: Closing the portal</p><p>- first thing : there's a "shell" around it that stops manipulation of the sigils/glyphs (Str)</p><p>- Second : the glyphs (Int)</p><p>- Third : the power source is <em>inside</em> a stone idol / cube / whatever (back to Str)</p><p>- Forth : [choice time] it's volatile! (Int - safe) (Str - explodes)</p><p></p><p>Stopping Teleport</p><p>It's a 3-step process for bad-guy:</p><p>1 - Activate Staff and Orb (this is in a square 5 squares away from circle)</p><p>2 - Get to circle (requires the entire round because of LoS and stairs and such)</p><p>3 - Activate circle by throwing dust into brazier</p><p></p><p>Possible fault points (things PCs can exploit):</p><p>- deactivate the orb (easy 3 success skill challenge)</p><p>- stop from getting to circle / pull from circle</p><p>- extinguish brazier / knock it down</p><p></p><p>For most of these, re-activating/re-lighting stuff requires one action on the wizards part (can't do it AND teleport away).</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7296378, member: 22362"] [U]My take on this:[/U] Use skill challenges. Make the required actions minor actions. Allow using a standard action for a [I]substantial[/I] bonus - something like: +10 to check, 2 success (or something) [I]Force[/I] player movement: - the portal's weak glyph changes spot every time someone attempts a check - the room's defenses spring a [death obelisk] adjacent to a PC within 2 squares of the teleportation circle. The [death obelisk] has an aura 1 that deals damage/effect at the end of the player's turn. - the foes the PCs face have plenty of forced movement (I encourage push and pull - they require less reflection, and offer very clever players [I]some[/I] agency as to end result) - the room has a few very desirable defensive positions that also don't offer the opportunity to participate in the challenges... - the room has a few very desirable offensive positions. But let's just say that defense suffers... [I]at lot.[/I] hehehe Figure out the numbers based on your group size. - If you have 5 players, it's "easy" to plan and design around 1-2 on portal, 1-2 on wizard, 2-3 on foes. - (keeping with 5) Plan for 1 PC on each "event" and 3 on foe management. - Restrict possible gains per round on each event. - Try and make the restrictions organic: there are only 1 or 2 squares where they can interact with it. There is an obvious sequence to the "event" and it takes a bit of a time (a round) until one action "resolves" to enable the next part (a pillar is damaged and will fall at the player's next start). ... my take for now. Addendum to the [sequence] idea: - if you make it so there are [I]very[/I] different skill sets required for the sequence of an event, you can force players to change "spots" within the encounter Ex: Closing the portal - first thing : there's a "shell" around it that stops manipulation of the sigils/glyphs (Str) - Second : the glyphs (Int) - Third : the power source is [I]inside[/I] a stone idol / cube / whatever (back to Str) - Forth : [choice time] it's volatile! (Int - safe) (Str - explodes) Stopping Teleport It's a 3-step process for bad-guy: 1 - Activate Staff and Orb (this is in a square 5 squares away from circle) 2 - Get to circle (requires the entire round because of LoS and stairs and such) 3 - Activate circle by throwing dust into brazier Possible fault points (things PCs can exploit): - deactivate the orb (easy 3 success skill challenge) - stop from getting to circle / pull from circle - extinguish brazier / knock it down For most of these, re-activating/re-lighting stuff requires one action on the wizards part (can't do it AND teleport away). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a multi-goal encounter
Top