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<blockquote data-quote="Thasmodious" data-source="post: 5519115" data-attributes="member: 63272"><p>Sometimes hack'n'slash happens, its not always a devolution. The first season of my Firefly game, the PCs got into maybe 4-5 fights the entire run. The last one, though, was an action fest. They actually talked their way out of an ambush on a derelict transport ship by a rival group that beat them to the cargo, then once back on their own ship engaged in a fight with the pirate ship and then Reavers, who disabled their ship and boarded, which led to a desperate bloody fight in their home. It was wall to wall action, but it was a blast, too.</p><p></p><p>As for handling on the fly and multiple encounters, I do it largely as you suggest. I gravitate towards systems that make NPC/monster building easy and predictable on the page with room to be creative on the tabletop. For example, for 4e games, the formula to raise or lower a monsters stats to hit a certain level works for +/- 5 levels. So, if the PCs are in the Heroic range, I put base stats for the different monster roles on a sheet along with elites and solos, the formula for changing them, and a page or two of powers ripped from monsters that fit a wide array of situations (one brutes overhead axe attack is anothers tentacle smash is anothers fist of fury). All I need to do is adjust stats and add the flavor and I'm ready to stat up anything on the fly for the full range of Heroic levels. For Savage Worlds, the stats are just really easy to wing as there isn't nearly the level of complication of D&D.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 5519115, member: 63272"] Sometimes hack'n'slash happens, its not always a devolution. The first season of my Firefly game, the PCs got into maybe 4-5 fights the entire run. The last one, though, was an action fest. They actually talked their way out of an ambush on a derelict transport ship by a rival group that beat them to the cargo, then once back on their own ship engaged in a fight with the pirate ship and then Reavers, who disabled their ship and boarded, which led to a desperate bloody fight in their home. It was wall to wall action, but it was a blast, too. As for handling on the fly and multiple encounters, I do it largely as you suggest. I gravitate towards systems that make NPC/monster building easy and predictable on the page with room to be creative on the tabletop. For example, for 4e games, the formula to raise or lower a monsters stats to hit a certain level works for +/- 5 levels. So, if the PCs are in the Heroic range, I put base stats for the different monster roles on a sheet along with elites and solos, the formula for changing them, and a page or two of powers ripped from monsters that fit a wide array of situations (one brutes overhead axe attack is anothers tentacle smash is anothers fist of fury). All I need to do is adjust stats and add the flavor and I'm ready to stat up anything on the fly for the full range of Heroic levels. For Savage Worlds, the stats are just really easy to wing as there isn't nearly the level of complication of D&D. [/QUOTE]
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