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General Tabletop Discussion
*TTRPGs General
Creative combat objectives (other than "kill 'em all")
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<blockquote data-quote="FireLance" data-source="post: 4604206" data-attributes="member: 3424"><p>Yes, very interesting ideas! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>My contribution may be considered a variant or combination of Capture the Flag and Breakout:</p><p></p><p><strong>Scenario:</strong> Snatch and Run</p><p><strong>Objective:</strong> The PCs must obtain possession of an object and make their way to an exit. Both the object and the exit are guarded by enemies.</p><p><strong>Setup:</strong> The PCs start the encounter at an entrance on one edge of the mat, with the object and the exit at the far corners to the right and left of them. Depending on the setting, there may be obstacles (buildings, trees, rocks) and rough terrain. Three groups of monster (including traps and hazards) guard the object, the exit and the entrance (directly in front of the party). Each group should be about 2/3 of a standard encounter, which means the party is initially facing an encounter about twice as tough as normal.</p><p><strong>In Play:</strong> Reinforcements arrive from the entrance, either a set amount per round, or as monsters are defeated.</p><p><strong>Ancillary Skill Checks:</strong> The PCs may have to make Athletics or Acrobatics checks to get to the object or the exit, Perception and Thievery checks to notice and disable traps, Arcana, Nature or Dungeoneering checks to notice magical or natural hazards, etc. As a variant, the PCs may also need to find the object before they can obtain it, and may need to make Perception checks to find a specific amulet in a pile of gold coins, or Arcana checks to determine which of the identical amulets they have found is the magical one.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4604206, member: 3424"] Yes, very interesting ideas! :cool: My contribution may be considered a variant or combination of Capture the Flag and Breakout: [B]Scenario:[/B] Snatch and Run [B]Objective:[/B] The PCs must obtain possession of an object and make their way to an exit. Both the object and the exit are guarded by enemies. [B]Setup:[/B] The PCs start the encounter at an entrance on one edge of the mat, with the object and the exit at the far corners to the right and left of them. Depending on the setting, there may be obstacles (buildings, trees, rocks) and rough terrain. Three groups of monster (including traps and hazards) guard the object, the exit and the entrance (directly in front of the party). Each group should be about 2/3 of a standard encounter, which means the party is initially facing an encounter about twice as tough as normal. [B]In Play:[/B] Reinforcements arrive from the entrance, either a set amount per round, or as monsters are defeated. [B]Ancillary Skill Checks:[/B] The PCs may have to make Athletics or Acrobatics checks to get to the object or the exit, Perception and Thievery checks to notice and disable traps, Arcana, Nature or Dungeoneering checks to notice magical or natural hazards, etc. As a variant, the PCs may also need to find the object before they can obtain it, and may need to make Perception checks to find a specific amulet in a pile of gold coins, or Arcana checks to determine which of the identical amulets they have found is the magical one. [/QUOTE]
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