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<blockquote data-quote="catastrophic" data-source="post: 5395575" data-attributes="member: 81381"><p>This is pretyt advanced, but one idea would be to put a 'learning curve' in the three fights, using a terrain feature that is similar in each one, but gets more challenging over time. </p><p> </p><p>The idea would be to encourage people to learn to master the terrain feature in the first two fights, in preperation for the third fight. </p><p> </p><p>An example for the three fights: An under-or-adjacent mini-dungeon where a pc can be sent to fight minions. Skill comes with avoiding being trapped in the mini dungeon, and even using it to get around the battlefield. Here's what I mean:</p><p> </p><p>Fight One: Torog/The Underdark. The normal battlemap has holes in it. Anybody falling into these holes is moved to a mini-map made out of a few tunnels. These tunnels represent parts of the underdark undermining the battlefield. These minimaps are populated by minions, and to escape from them, you simply have to exit from any entrance apart from the one you were placed at when you entered. Any pcs who fall into a hole in the same turn are placed at the same entrance/exit point. When you escape the underdark holes, you can emerge from any hole but the one you entered by.</p><p> </p><p>Fight Two: Lolth/The Demonweb. Same as the above, with an added hazard. When you fall into one of the holes, you fall into a section of the demonweb, and must find your way out. However, the webs are thick, and it's hard to move- you become slowed if you're alone in the demonweb at the end of your turn. However, two PCs working together can hack their way through the webs easily- you're not slowed in the demonweb if an ally is adjacent to you at the end of their or your turn.</p><p> </p><p>Fight Three: Vecna/Books of Secrets. This final version of the terrain feature sees vecna's lair scattered with books on diases that are so hungry for secrets, that they suck in any PC who ends up adjacent to them! This trasports them to the realm of secrets, a pocket dimension that functions like the mini-maps above, with one exception- rather than being slowed, anyone caught alone in the realm of secrets is immobilised, forgotten and frozen in place, kept secret from the universe. However, you are only immobilised if at the end of your turn, you can't see any of your allies- if one of your allies is there to see you, both of you can stop each other from being kept secret and frozen. </p><p> </p><p>Each of these three features follow the same rules, but each one is more challenging than the last. However, if the players keep focused, they can learn the trick to gettting through them, which is that if somebody is in there alone, somebody else should go in after them, and the two can make their way out. There are also ways to exploit the mini-dungeons, like using them to move around the battlefield (and this also helps to make up for the time spent in them).</p><p> </p><p>It's up to you wether for instance, people could ignore the slow and immobilise effects with a ring of free action- using powers like this is not a big deal. It'salso important not to overpower the player, since this could tax them, and make sure the mini-dungeons are not too large, or it could cause a drag in the game. </p><p> </p><p>This migth be a gbit too ambitious for you, but I though it was a cool idea so I wanted to mention it.</p></blockquote><p></p>
[QUOTE="catastrophic, post: 5395575, member: 81381"] This is pretyt advanced, but one idea would be to put a 'learning curve' in the three fights, using a terrain feature that is similar in each one, but gets more challenging over time. The idea would be to encourage people to learn to master the terrain feature in the first two fights, in preperation for the third fight. An example for the three fights: An under-or-adjacent mini-dungeon where a pc can be sent to fight minions. Skill comes with avoiding being trapped in the mini dungeon, and even using it to get around the battlefield. Here's what I mean: Fight One: Torog/The Underdark. The normal battlemap has holes in it. Anybody falling into these holes is moved to a mini-map made out of a few tunnels. These tunnels represent parts of the underdark undermining the battlefield. These minimaps are populated by minions, and to escape from them, you simply have to exit from any entrance apart from the one you were placed at when you entered. Any pcs who fall into a hole in the same turn are placed at the same entrance/exit point. When you escape the underdark holes, you can emerge from any hole but the one you entered by. Fight Two: Lolth/The Demonweb. Same as the above, with an added hazard. When you fall into one of the holes, you fall into a section of the demonweb, and must find your way out. However, the webs are thick, and it's hard to move- you become slowed if you're alone in the demonweb at the end of your turn. However, two PCs working together can hack their way through the webs easily- you're not slowed in the demonweb if an ally is adjacent to you at the end of their or your turn. Fight Three: Vecna/Books of Secrets. This final version of the terrain feature sees vecna's lair scattered with books on diases that are so hungry for secrets, that they suck in any PC who ends up adjacent to them! This trasports them to the realm of secrets, a pocket dimension that functions like the mini-maps above, with one exception- rather than being slowed, anyone caught alone in the realm of secrets is immobilised, forgotten and frozen in place, kept secret from the universe. However, you are only immobilised if at the end of your turn, you can't see any of your allies- if one of your allies is there to see you, both of you can stop each other from being kept secret and frozen. Each of these three features follow the same rules, but each one is more challenging than the last. However, if the players keep focused, they can learn the trick to gettting through them, which is that if somebody is in there alone, somebody else should go in after them, and the two can make their way out. There are also ways to exploit the mini-dungeons, like using them to move around the battlefield (and this also helps to make up for the time spent in them). It's up to you wether for instance, people could ignore the slow and immobilise effects with a ring of free action- using powers like this is not a big deal. It'salso important not to overpower the player, since this could tax them, and make sure the mini-dungeons are not too large, or it could cause a drag in the game. This migth be a gbit too ambitious for you, but I though it was a cool idea so I wanted to mention it. [/QUOTE]
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