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Enemies in waves
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<blockquote data-quote="iserith" data-source="post: 6542221" data-attributes="member: 97077"><p>If you're using a grid, consider this approach to the zombie attack: <a href="http://community.wizards.com/comment/50877376#comment-50877376" target="_blank">Living Dead Girl</a>. I wrote that for D&D 4e, but the basic setup and overrun mechanic is portable to D&D 5e. This presents the zombie wave as basically a force of nature - unstoppable and looming while the PCs deal with a particular objective. Wiping out zombies just draws more zombies, so while sometimes you have to take out a deader, other times you might benefit from pushing them around or leading them away from your goal.</p><p></p><p>Achieving objectives is a good way to account for player skill in a wave situation. Let's say you start with a Medium difficulty wave. The next one is Medium if they achieve a stated objective, Hard if they do not. It steps up from there with new objectives each time. If they're able to manage both fighting off zombies and dealing with objectives, they can keep the waves at Medium. If they are unable to do so, it gets harder and harder until a set number of waves have been dealt with.</p><p></p><p>Another good scenario is to try and stop the zombies from occupying an area or getting past the PCs. So let's say the characters are defending a large gap in the wall (or whatever). Send increasing waves of zombies at them. If they get through the gap or off the map (if you're using a grid), it accrues toward failure. After X zombies get through, they lose the objective and must deal with the aftermath.</p><p></p><p>If you think that the PCs will have a rough time of it (to the point of being unfair), consider placing objectives out there that grant the benefit of a short rest without having to sit around for an hour. For example, they save the NPC in distress from the shambling horde - this gives them a morale boost that allows them to regain abilities and spend hit dice as per a short rest.</p><p></p><p>All in all, my overall point is that waves can be a lot of fun, but having multiple objectives were slaying the opposing forces is just a potential solution among many makes for a more dynamic, exciting, and memorable scene.</p></blockquote><p></p>
[QUOTE="iserith, post: 6542221, member: 97077"] If you're using a grid, consider this approach to the zombie attack: [URL="http://community.wizards.com/comment/50877376#comment-50877376"]Living Dead Girl[/URL]. I wrote that for D&D 4e, but the basic setup and overrun mechanic is portable to D&D 5e. This presents the zombie wave as basically a force of nature - unstoppable and looming while the PCs deal with a particular objective. Wiping out zombies just draws more zombies, so while sometimes you have to take out a deader, other times you might benefit from pushing them around or leading them away from your goal. Achieving objectives is a good way to account for player skill in a wave situation. Let's say you start with a Medium difficulty wave. The next one is Medium if they achieve a stated objective, Hard if they do not. It steps up from there with new objectives each time. If they're able to manage both fighting off zombies and dealing with objectives, they can keep the waves at Medium. If they are unable to do so, it gets harder and harder until a set number of waves have been dealt with. Another good scenario is to try and stop the zombies from occupying an area or getting past the PCs. So let's say the characters are defending a large gap in the wall (or whatever). Send increasing waves of zombies at them. If they get through the gap or off the map (if you're using a grid), it accrues toward failure. After X zombies get through, they lose the objective and must deal with the aftermath. If you think that the PCs will have a rough time of it (to the point of being unfair), consider placing objectives out there that grant the benefit of a short rest without having to sit around for an hour. For example, they save the NPC in distress from the shambling horde - this gives them a morale boost that allows them to regain abilities and spend hit dice as per a short rest. All in all, my overall point is that waves can be a lot of fun, but having multiple objectives were slaying the opposing forces is just a potential solution among many makes for a more dynamic, exciting, and memorable scene. [/QUOTE]
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