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General Tabletop Discussion
*Pathfinder & Starfinder
Help with some complex encounter design
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<blockquote data-quote="tyrlaan" data-source="post: 5950403" data-attributes="member: 20998"><p>The LM are more tools than even allies in this fight. Though the details of the plotting being revealed to the players I'm not too worried about - they are avid ritual users and have Speak with Dead among their toolkit. Also, several of them speak draconic. Also also, I've got other clues peppered around for them to put things together. </p><p></p><p>Which incidentally reminds me - one other nuance is the town's leader is currently under arrest pending investigation of the murder of an innkeep. He's the prime suspect but in reality this was also the cult's doing. </p><p></p><p>Anyway, the urgency of the assault and the smoothness of it mechanically are my primary concerns.</p><p></p><p>Someone suggested the idea that the town has warning bells they ring to alert folks of attacks, which makes tons of sense. The LM fight could be heralded by the first tolling at the docks. Then, some time during that fight, the party could hear the distant bell that signals the flanking assault. </p><p></p><p>I guess my biggest worry is keeping things urgent when there is roughly 700 ft between battlefronts. Thought maybe it's not as bad as I think, since even the dwarf in the party could cover that distance in 7 rounds if he ran... hm, maybe the time it takes them to get their (beyond a reasonable threshold) impacts how tough the flanking encounter is...?</p><p></p><p>The other big concern is establishing a framework that allows me to a) convey the feel that both attacks are not just "5 monsters attack you" but rather a legitimate assault on the town and b) do it in an interesting/fun way mechanically that doesn't feel too forced. I'm assuming some freeform skill challenging is needed here, but I'm not 100% how to frame it all together short of doing some seat-of-my pants adjudicating <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="tyrlaan, post: 5950403, member: 20998"] The LM are more tools than even allies in this fight. Though the details of the plotting being revealed to the players I'm not too worried about - they are avid ritual users and have Speak with Dead among their toolkit. Also, several of them speak draconic. Also also, I've got other clues peppered around for them to put things together. Which incidentally reminds me - one other nuance is the town's leader is currently under arrest pending investigation of the murder of an innkeep. He's the prime suspect but in reality this was also the cult's doing. Anyway, the urgency of the assault and the smoothness of it mechanically are my primary concerns. Someone suggested the idea that the town has warning bells they ring to alert folks of attacks, which makes tons of sense. The LM fight could be heralded by the first tolling at the docks. Then, some time during that fight, the party could hear the distant bell that signals the flanking assault. I guess my biggest worry is keeping things urgent when there is roughly 700 ft between battlefronts. Thought maybe it's not as bad as I think, since even the dwarf in the party could cover that distance in 7 rounds if he ran... hm, maybe the time it takes them to get their (beyond a reasonable threshold) impacts how tough the flanking encounter is...? The other big concern is establishing a framework that allows me to a) convey the feel that both attacks are not just "5 monsters attack you" but rather a legitimate assault on the town and b) do it in an interesting/fun way mechanically that doesn't feel too forced. I'm assuming some freeform skill challenging is needed here, but I'm not 100% how to frame it all together short of doing some seat-of-my pants adjudicating :p [/QUOTE]
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