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Fun With Encounter Balance...
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<blockquote data-quote="Scribble" data-source="post: 4803242" data-attributes="member: 23977"><p>So one thing I've been having a lot of fun with lately has been finding ways to sort of "hack" the encounter balance...</p><p></p><p>For instance, an easy and fun thing I found was putting something (like a big weapon) into the fight that sort of tips it from an average fight to a hard fight, or even "unwinnable" fight with the purpose being that if the PCs manage to take control of that weapon, or take that weapon out, then they tip the battle back into their favor.</p><p></p><p>Another easy one being to take two "encounters" splice them together, but put something into the area that if the PCs use an action or two they can use to hold off one group while they deal with the other. (The easiest being a door that can be barred and reinforced.)</p><p></p><p>Another one I tried out was giving the PCs a few minions of their own to play with. (The minions were basically front line grunts the PCs used in an attack on a small fort.) </p><p></p><p></p><p>I have an encounter planned for the future (if they continue on their current path) that uses the skil chalange idea where they can kind of talk part of their enemies out of the fight, and even the odds.</p><p></p><p>Something else I'm looking into is building two encounters with the idea that the second encounter, would be an easier fight for the PCs if they think to fall back to the prevous encounter location. (Something about the terrain or location would make the fight easier.)</p><p></p><p>So anyone else like doing stuff like this? What kind of ideas do you use to make encounter balance a little more variable?</p></blockquote><p></p>
[QUOTE="Scribble, post: 4803242, member: 23977"] So one thing I've been having a lot of fun with lately has been finding ways to sort of "hack" the encounter balance... For instance, an easy and fun thing I found was putting something (like a big weapon) into the fight that sort of tips it from an average fight to a hard fight, or even "unwinnable" fight with the purpose being that if the PCs manage to take control of that weapon, or take that weapon out, then they tip the battle back into their favor. Another easy one being to take two "encounters" splice them together, but put something into the area that if the PCs use an action or two they can use to hold off one group while they deal with the other. (The easiest being a door that can be barred and reinforced.) Another one I tried out was giving the PCs a few minions of their own to play with. (The minions were basically front line grunts the PCs used in an attack on a small fort.) I have an encounter planned for the future (if they continue on their current path) that uses the skil chalange idea where they can kind of talk part of their enemies out of the fight, and even the odds. Something else I'm looking into is building two encounters with the idea that the second encounter, would be an easier fight for the PCs if they think to fall back to the prevous encounter location. (Something about the terrain or location would make the fight easier.) So anyone else like doing stuff like this? What kind of ideas do you use to make encounter balance a little more variable? [/QUOTE]
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