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General Tabletop Discussion
*Dungeons & Dragons
Heat Metal Rules Interp / Minor Nerf
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<blockquote data-quote="Geeknamese" data-source="post: 7093986" data-attributes="member: 6785999"><p>One of the main concepts in my campaign and one that I stress very strongly (and my PCs learned the hard way) is that my campaign world is a sandbox - true sandbox where encounters are just that, encounters. They're not all potential combat encounters. The world doesn't just magically scale to the PCs like some video game. So my bosses make cameos, they use mooks, they get within sight of my PCs and don't automatically assume that they're supposed to fight the boss. There's banter that goes on...there's enmity. There's taunting of the PCs...The PCs understand that the boss may just be more powerful than they can handle. I allow the PCs to grow in power and experience to be able to face the boss eventually. Those are the most rewarding bosses, the ones that keep thwarting the PCs and they finally overcome them. Yes, there are little mini bosses and PCs win the battles and not the war but eventually they get the chance to win the war.</p><p></p><p>Aside from that, set piece battle encounters should hav dynamic environments, difficult terrain, obstacles, multiple levels of height, mooks, etc. I never just put a boss in a room with one door with nowhere to go. That would only happen if the PCs devise a way to surprise the boss or control the time and place of the encounter. Otherwise, the combat environment should have a lot the PCs can interact with and the NPCs can react with. It's a more rich experience and make the encounters more memorable. Really, no Final Fantasy bosses sitting in the boss room waiting to be killed by the PCs. </p><p></p><p></p><p></p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="Geeknamese, post: 7093986, member: 6785999"] One of the main concepts in my campaign and one that I stress very strongly (and my PCs learned the hard way) is that my campaign world is a sandbox - true sandbox where encounters are just that, encounters. They're not all potential combat encounters. The world doesn't just magically scale to the PCs like some video game. So my bosses make cameos, they use mooks, they get within sight of my PCs and don't automatically assume that they're supposed to fight the boss. There's banter that goes on...there's enmity. There's taunting of the PCs...The PCs understand that the boss may just be more powerful than they can handle. I allow the PCs to grow in power and experience to be able to face the boss eventually. Those are the most rewarding bosses, the ones that keep thwarting the PCs and they finally overcome them. Yes, there are little mini bosses and PCs win the battles and not the war but eventually they get the chance to win the war. Aside from that, set piece battle encounters should hav dynamic environments, difficult terrain, obstacles, multiple levels of height, mooks, etc. I never just put a boss in a room with one door with nowhere to go. That would only happen if the PCs devise a way to surprise the boss or control the time and place of the encounter. Otherwise, the combat environment should have a lot the PCs can interact with and the NPCs can react with. It's a more rich experience and make the encounters more memorable. Really, no Final Fantasy bosses sitting in the boss room waiting to be killed by the PCs. Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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