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First time DMing 4E - Help with encounters
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<blockquote data-quote="jbear" data-source="post: 5565937" data-attributes="member: 75065"><p>Re: Challenges being explicit and How To Run This</p><p></p><p>I don't think it matters if a challenge is explicit or not when success is task based. Completing the task is what gains the success. Failure causes set back, delays, new problems that are dangerous, cause set back, delays; the tension is still there this way.</p><p></p><p>Time pressure keeps the tension there</p><p>Dynamic changes to the situation keeps the excitement there</p><p>Constant damaging or life threatening hazards makes this exciting and tense.</p><p></p><p>I usually use 6/3 challenges.</p><p></p><p>I don't say it's a challenge but when they gain there first overall success I put out a green d6 with the 1 face up. As they complete tasks and gain successes the dice changes face to represent that: 2, 3 etc til it gets to 6</p><p></p><p>If they fail something I let them know what the new dynamic is due to the set back and bring out the red d6 face up on the 1.</p><p></p><p>When I have minichallenges to complete tasks going on I bring out the blue and yellow d6s.</p><p></p><p>With 2 siultaneous challenges ... you'd need quite a few different colours to do this, but it will help you keep track as well (and my players like it at least, it gives them a sense of how well they are doing despite me relentlessly lashing them).</p><p></p><p>I'd actually have a map of the boat out (make it big enough) and a map of the mast you can lay next to it when they climb the mast. it makes movement important, and actions meaningful.I'd have the minis out on them and in location as they did the various tasks. If someone goes over board, move their mini as they move away from boat etc.</p><p></p><p>This will be important when the dragon appears and begins blasting thins and they begin catching fire etc and how long it takes to get down the mast to the harpoon gun etc etc</p></blockquote><p></p>
[QUOTE="jbear, post: 5565937, member: 75065"] Re: Challenges being explicit and How To Run This I don't think it matters if a challenge is explicit or not when success is task based. Completing the task is what gains the success. Failure causes set back, delays, new problems that are dangerous, cause set back, delays; the tension is still there this way. Time pressure keeps the tension there Dynamic changes to the situation keeps the excitement there Constant damaging or life threatening hazards makes this exciting and tense. I usually use 6/3 challenges. I don't say it's a challenge but when they gain there first overall success I put out a green d6 with the 1 face up. As they complete tasks and gain successes the dice changes face to represent that: 2, 3 etc til it gets to 6 If they fail something I let them know what the new dynamic is due to the set back and bring out the red d6 face up on the 1. When I have minichallenges to complete tasks going on I bring out the blue and yellow d6s. With 2 siultaneous challenges ... you'd need quite a few different colours to do this, but it will help you keep track as well (and my players like it at least, it gives them a sense of how well they are doing despite me relentlessly lashing them). I'd actually have a map of the boat out (make it big enough) and a map of the mast you can lay next to it when they climb the mast. it makes movement important, and actions meaningful.I'd have the minis out on them and in location as they did the various tasks. If someone goes over board, move their mini as they move away from boat etc. This will be important when the dragon appears and begins blasting thins and they begin catching fire etc and how long it takes to get down the mast to the harpoon gun etc etc [/QUOTE]
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