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<blockquote data-quote="Jer" data-source="post: 8700345" data-attributes="member: 19857"><p>I am very interested in looking at the Encounter rules they have in this game. The idea of an entire Encounter having a pool of points that get diminished through the encounter rather than each creature in the encounter having their own bag of points is intriguing - it's like the swarm rules from 3e or the mook rules from 13th age except abstracted out even further. The points being a measure of how the group has overcome the obstacle rather than defeating individual enemies.</p><p></p><p>I've got to think about this - there's some flexibility there. You could set up encounters to have events that key off of when plot points hit certain thresholds (at 75% one of the villains makes a break for it and abandons the boss, at 50% one gets desperate to beat the party and now gets advantage on his physical checks but disadvantage to mental checks and saves, at 25% the big bad exits the scene with a monologue, leaving his minions to block his retreat, etc.) With the option of course to have them happen earlier or skip them depending on how things are going for the players. There are some interesting ideas on pacing an encounter in the 5e system that could come out of viewing it as a whole like that instead of as a collection of individuals.</p></blockquote><p></p>
[QUOTE="Jer, post: 8700345, member: 19857"] I am very interested in looking at the Encounter rules they have in this game. The idea of an entire Encounter having a pool of points that get diminished through the encounter rather than each creature in the encounter having their own bag of points is intriguing - it's like the swarm rules from 3e or the mook rules from 13th age except abstracted out even further. The points being a measure of how the group has overcome the obstacle rather than defeating individual enemies. I've got to think about this - there's some flexibility there. You could set up encounters to have events that key off of when plot points hit certain thresholds (at 75% one of the villains makes a break for it and abandons the boss, at 50% one gets desperate to beat the party and now gets advantage on his physical checks but disadvantage to mental checks and saves, at 25% the big bad exits the scene with a monologue, leaving his minions to block his retreat, etc.) With the option of course to have them happen earlier or skip them depending on how things are going for the players. There are some interesting ideas on pacing an encounter in the 5e system that could come out of viewing it as a whole like that instead of as a collection of individuals. [/QUOTE]
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