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Going nova and non-dungeon crawl adventures
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<blockquote data-quote="Zinovia" data-source="post: 5514428" data-attributes="member: 57373"><p>I have, but as part of a means of getting them to trust a new party character, I had him bring them warning. They managed to save the ambassador they were escorting, so that's all to the good. I will try to amush them some other time, once the bad guys track them down. They just teleported to another country. </p><p></p><p></p><p>That can work well, and I do that a fair amount when it fits in with the story. I do have easy fights using 2-hit minions and the like, so the group can kick some butt.</p><p></p><p>The last session wound up with a set piece battle against the BBEG and its allies. Some crits by the PCs and poor rolls on my part meant none of the PCs fell below 0, but several of them got close a couple times. It was a potentially lethal fight, but they won it handily. Later in the session, I had a skill challenge that could have become a skirmish, but didn't due to some clever distractions on the part of the group. It was fun though. </p><p></p><p></p><p>I like the idea of a secret weakness to end the fight quicker, if the PCs can figure it out. I will also look at designing these as a few linked encounters rther than just one big fight. That way they have to choose when to use their resources.</p><p></p><p></p><p>Lol, my group would do the same, so I may not bother with it.</p><p></p><p></p><p>I have successfully used time pressure to keep them going, and they are good about that. They do what the situation seems to demand rather than manufacturing excuses to rest. As for the nova, I keep ramping up the damage and challenge of the foes while keeping them within level+2 for the most part, so it's not ridiculously hard to hit them. </p><p></p><p>The set piece I just did had a solo, 2 elites, and a number of minions that sometimes hit the group. The solo had a type of dominate attack. Rather than putting the dominate condition on anyone (which is no fun) it had a low attack value huge close burst that made you use an at-will attack against the closest creature other than the solo. This was on the monster's turn, so didn't cost the PCs any actions. They just had to hit their friends, or the guards. I rolled well on that and hit more PCs than I expected, despite the attack bonus being 4 less than its normal attack vs will.</p><p></p><p>So thanks for the tips!</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5514428, member: 57373"] I have, but as part of a means of getting them to trust a new party character, I had him bring them warning. They managed to save the ambassador they were escorting, so that's all to the good. I will try to amush them some other time, once the bad guys track them down. They just teleported to another country. That can work well, and I do that a fair amount when it fits in with the story. I do have easy fights using 2-hit minions and the like, so the group can kick some butt. The last session wound up with a set piece battle against the BBEG and its allies. Some crits by the PCs and poor rolls on my part meant none of the PCs fell below 0, but several of them got close a couple times. It was a potentially lethal fight, but they won it handily. Later in the session, I had a skill challenge that could have become a skirmish, but didn't due to some clever distractions on the part of the group. It was fun though. I like the idea of a secret weakness to end the fight quicker, if the PCs can figure it out. I will also look at designing these as a few linked encounters rther than just one big fight. That way they have to choose when to use their resources. Lol, my group would do the same, so I may not bother with it. I have successfully used time pressure to keep them going, and they are good about that. They do what the situation seems to demand rather than manufacturing excuses to rest. As for the nova, I keep ramping up the damage and challenge of the foes while keeping them within level+2 for the most part, so it's not ridiculously hard to hit them. The set piece I just did had a solo, 2 elites, and a number of minions that sometimes hit the group. The solo had a type of dominate attack. Rather than putting the dominate condition on anyone (which is no fun) it had a low attack value huge close burst that made you use an at-will attack against the closest creature other than the solo. This was on the monster's turn, so didn't cost the PCs any actions. They just had to hit their friends, or the guards. I rolled well on that and hit more PCs than I expected, despite the attack bonus being 4 less than its normal attack vs will. So thanks for the tips! [/QUOTE]
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