Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
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="Xetheral" data-source="post: 8654017" data-attributes="member: 6802765"><p>Keep in mind that with larger battlefields you can safely increase the number of opponents without risk of TPK far beyond the number possible in a short-range encounter. There are several reasons this is so:</p><ol> <li data-xf-list-type="ol">When a sufficient fraction of the opponents are too far away to get into effective attack range on the first turn (either due to pure distance or the need to get around full cover), there's minimal danger that a failed initiative roll will doom the party, since they'll always get at least one action that can be used to try to prevent the enemies from being able to attack effectively.</li> <li data-xf-list-type="ol">Enemy groups that start the encounter out of line of sight to each other may have a hard time coordinating effectively once the fight begins. If the DM roleplays the enemies' coordination difficulties, the confusion of a larger battlefield works in favor of the smaller, more-cohesive party.</li> <li data-xf-list-type="ol"> So long as the enemies don't start together, it will take time for the enemies to concentrate their forces to the point that they'd be able to overwhelm the party in a single round. During that time the PCs can whittle down their foe, take actions to prevent the enemy from concentrating, or position the PCs with AoE abilities to exploit that concentration.</li> <li data-xf-list-type="ol">Fights on a larger battlefield spread out incoming damage over more rounds, which gives the party more opportunity to recognize that the battle is not going their way and decide to escape. The larger distances between foes on a larger battlefield also makes escape mechanically easier (so long as the enemy doesn't have a mobility advantage over the PCs).</li> </ol><p>So even if you do decide to employ ostensibly Deadly++ encounters, if you make the battlefield large enough with the opponents sufficiently dispersed, you can all but remove the chance of an inadvertant TPK.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8654017, member: 6802765"] Keep in mind that with larger battlefields you can safely increase the number of opponents without risk of TPK far beyond the number possible in a short-range encounter. There are several reasons this is so: [LIST=1] [*]When a sufficient fraction of the opponents are too far away to get into effective attack range on the first turn (either due to pure distance or the need to get around full cover), there's minimal danger that a failed initiative roll will doom the party, since they'll always get at least one action that can be used to try to prevent the enemies from being able to attack effectively. [*]Enemy groups that start the encounter out of line of sight to each other may have a hard time coordinating effectively once the fight begins. If the DM roleplays the enemies' coordination difficulties, the confusion of a larger battlefield works in favor of the smaller, more-cohesive party. [*] So long as the enemies don't start together, it will take time for the enemies to concentrate their forces to the point that they'd be able to overwhelm the party in a single round. During that time the PCs can whittle down their foe, take actions to prevent the enemy from concentrating, or position the PCs with AoE abilities to exploit that concentration. [*]Fights on a larger battlefield spread out incoming damage over more rounds, which gives the party more opportunity to recognize that the battle is not going their way and decide to escape. The larger distances between foes on a larger battlefield also makes escape mechanically easier (so long as the enemy doesn't have a mobility advantage over the PCs). [/LIST] So even if you do decide to employ ostensibly Deadly++ encounters, if you make the battlefield large enough with the opponents sufficiently dispersed, you can all but remove the chance of an inadvertant TPK. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
Top