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*Pathfinder & Starfinder
Going nova and non-dungeon crawl adventures
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<blockquote data-quote="andy3k" data-source="post: 5528959" data-attributes="member: 6674918"><p>I propose a couple of solutions to the problem that don't involve random encounters; solutions that work even if the characters are inside a palace where random encounters of the discussed variety break the verisimilitude.</p><p> </p><p>First solution - back to back encounters. If you run two encounters back to back, without time for a short rest, going nova can be a lifesaver instead of a show stopper.</p><p> </p><p>Second solution - toughen the encounter but not the monsters. You don't want to increase the monster defenses or hit points so that one combat stretches out to 1.5 or 2 hours. Instead, add other aspects to the battle that drain resources.</p><p> </p><p>Examples:</p><p> </p><p>1. The room is filled with noxious gas. Every round, each character rolls an Endurance check and tracks the result. After every two accumulated failed Heal or Endurance checks, they lose a healing surge.</p><p> </p><p>2. The characters/players realize that the monsters' health is regenerating unreasonably and that the magic altar in the middle of the room is the source. Once they roll a successful skill check to determine the nature of the altar, the DM tells them they must attack the altar with encounter or daily powers to destroy the altar. The DM knows, but does not tell the players, that they need 5 successful attacks with encounter or daily powers to destroy the altar. Give the altar defense scores appropriate, or slightly higher than, the other monsters in the encounter.</p><p> </p><p>Those are just a few ideas. I'm sure you can generate more.</p></blockquote><p></p>
[QUOTE="andy3k, post: 5528959, member: 6674918"] I propose a couple of solutions to the problem that don't involve random encounters; solutions that work even if the characters are inside a palace where random encounters of the discussed variety break the verisimilitude. First solution - back to back encounters. If you run two encounters back to back, without time for a short rest, going nova can be a lifesaver instead of a show stopper. Second solution - toughen the encounter but not the monsters. You don't want to increase the monster defenses or hit points so that one combat stretches out to 1.5 or 2 hours. Instead, add other aspects to the battle that drain resources. Examples: 1. The room is filled with noxious gas. Every round, each character rolls an Endurance check and tracks the result. After every two accumulated failed Heal or Endurance checks, they lose a healing surge. 2. The characters/players realize that the monsters' health is regenerating unreasonably and that the magic altar in the middle of the room is the source. Once they roll a successful skill check to determine the nature of the altar, the DM tells them they must attack the altar with encounter or daily powers to destroy the altar. The DM knows, but does not tell the players, that they need 5 successful attacks with encounter or daily powers to destroy the altar. Give the altar defense scores appropriate, or slightly higher than, the other monsters in the encounter. Those are just a few ideas. I'm sure you can generate more. [/QUOTE]
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Going nova and non-dungeon crawl adventures
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