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Fast, Abstracted Combat for Minor Encounters
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<blockquote data-quote="Radiating Gnome" data-source="post: 5855701" data-attributes="member: 150"><p>The conversation around Mearls' L&L column today on the 1-hour adventure got me thinking about a stunt I tried a while back to create a system that we could use to quickly play through combat encounters that were less important than the main, tactical encounters of the adventure. </p><p></p><p>When the PCs tried to move from one area to the next they were faced with a horde of kobold defenders. </p><p></p><p>I wanted a system that would be fast, let players use combat powers and make choices, and give them options based on their broad class type (defender, striker, etc). Here's what I came up with:</p><p></p><p>[sblock]</p><p>Large Passages:These passages are directly defended by the kobold throngs. To fight their way through, the PCs must do (# of PCs x 30)* Hit Points of Damage in a Damage challenge. </p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Actions</strong>: Each round, Pcs get a Standard action and a minor action (moves are abstracted out). </li> <li data-xf-list-type="ul"><strong>Attacks</strong>: are made against AC 17, Def 15*. Damage is rolled normally. No other rider effects have any impact on the challenge. </li> <li data-xf-list-type="ul"><strong>Any order</strong>: PCs may act in any order, but only once per round. </li> <li data-xf-list-type="ul"><strong>Retaliation</strong>: Every time a PC attacks, that PC is also subject to a retaliatory attack (+7 vs AC, 1d8+5 damage)*. </li> <li data-xf-list-type="ul"><strong>Hanging Back</strong>: A PC may elect to hang back and not attack to avoid the retaliatory attacks -- this is not perfect, though. When a PC hangs back, he can make a save: if he succeeds, he avoids retaliation. If he fails, he is still attacked (a thrown rock, crossbow bolt, etc). This attack can still be redirected by a defender as usual (see below).</li> </ul><p>Role- Specific Advantages (hybrids must pick one to apply each round):</p><p></p><ul> <li data-xf-list-type="ul"><strong>Striker</strong>: Bonus Damage for hunter's quarry, curses, sneak attack, etc, may be applied to one attack per round. </li> <li data-xf-list-type="ul"><strong>Controller</strong>: Burst or Blast attacks may make an attack roll for each # of the attack's area (Burst 3 may make 3 attack rolls, etc). </li> <li data-xf-list-type="ul"><strong>Defender</strong>: Can redirect any retaliatory attack at himself away from the targeted Ally</li> <li data-xf-list-type="ul"><strong>Leader</strong>: Can give up attack to grant an ally a basic attack. Can use healing powers</li> </ul><p></p><p>Once the Party has done enough damage, they may pass on into the next area. </p><p></p><p></p><p><em>*The players were 3rd level at the time. You'll want to scale these appropriately to your party's level, if you use it. </em></p><p>[/sblock]</p><p></p><p>It worked pretty well -- it's certainly not something to try all the time, but it makes sense in the right situation. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5855701, member: 150"] The conversation around Mearls' L&L column today on the 1-hour adventure got me thinking about a stunt I tried a while back to create a system that we could use to quickly play through combat encounters that were less important than the main, tactical encounters of the adventure. When the PCs tried to move from one area to the next they were faced with a horde of kobold defenders. I wanted a system that would be fast, let players use combat powers and make choices, and give them options based on their broad class type (defender, striker, etc). Here's what I came up with: [sblock] Large Passages:These passages are directly defended by the kobold throngs. To fight their way through, the PCs must do (# of PCs x 30)* Hit Points of Damage in a Damage challenge. [LIST] [*][B]Actions[/B]: Each round, Pcs get a Standard action and a minor action (moves are abstracted out). [*][B]Attacks[/B]: are made against AC 17, Def 15*. Damage is rolled normally. No other rider effects have any impact on the challenge. [*][B]Any order[/B]: PCs may act in any order, but only once per round. [*][B]Retaliation[/B]: Every time a PC attacks, that PC is also subject to a retaliatory attack (+7 vs AC, 1d8+5 damage)*. [*][B]Hanging Back[/B]: A PC may elect to hang back and not attack to avoid the retaliatory attacks -- this is not perfect, though. When a PC hangs back, he can make a save: if he succeeds, he avoids retaliation. If he fails, he is still attacked (a thrown rock, crossbow bolt, etc). This attack can still be redirected by a defender as usual (see below). [/LIST] Role- Specific Advantages (hybrids must pick one to apply each round): [LIST] [*][B]Striker[/B]: Bonus Damage for hunter's quarry, curses, sneak attack, etc, may be applied to one attack per round. [*][B]Controller[/B]: Burst or Blast attacks may make an attack roll for each # of the attack's area (Burst 3 may make 3 attack rolls, etc). [*][B]Defender[/B]: Can redirect any retaliatory attack at himself away from the targeted Ally [*][B]Leader[/B]: Can give up attack to grant an ally a basic attack. Can use healing powers [/LIST] Once the Party has done enough damage, they may pass on into the next area. [I]*The players were 3rd level at the time. You'll want to scale these appropriately to your party's level, if you use it. [/I] [/sblock] It worked pretty well -- it's certainly not something to try all the time, but it makes sense in the right situation. -rg [/QUOTE]
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