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Help with some complex encounter design
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<blockquote data-quote="Quickleaf" data-source="post: 5950467" data-attributes="member: 20323"><p>[MENTION=20998]tyrlaan[/MENTION]</p><p>Urgency: After a round or two of fighting at the docks the PCs should learn of the cultists attack at the NW gate. You'll want to establish some sort of timeline to determine the consequences should the PCs take a long time to defeat the lizardmen. For example, if the PCs are still fighting the lizardmen after 4 rounds, then the cultists have breached the gate (including double the number of enemies). You could even do a round-by-round timeline. Another trick is throwing ever increasing waves at the party until a certain victory condition is met (eg. a concurrent skill challenge to organize the town's defenses).</p><p></p><p>Mass combat: When running a large scale battle with the PCs as the heroes in the spotlight, I combine a variety of tricks to evoke the right feel. Hazards like trebuchets and arrow volleys, ballista "traps" the PCs can use to their advantage, mini skill challenges to rally the morale of routed forces (and possibly gain some minion allies), waves of minions, battlefield objectives (besides kill all monsters), presenting the players with choices about which front to fight on or dilemmas about whether to stick to the mission or rescue a captured/pinned down ally, etc.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5950467, member: 20323"] [MENTION=20998]tyrlaan[/MENTION] Urgency: After a round or two of fighting at the docks the PCs should learn of the cultists attack at the NW gate. You'll want to establish some sort of timeline to determine the consequences should the PCs take a long time to defeat the lizardmen. For example, if the PCs are still fighting the lizardmen after 4 rounds, then the cultists have breached the gate (including double the number of enemies). You could even do a round-by-round timeline. Another trick is throwing ever increasing waves at the party until a certain victory condition is met (eg. a concurrent skill challenge to organize the town's defenses). Mass combat: When running a large scale battle with the PCs as the heroes in the spotlight, I combine a variety of tricks to evoke the right feel. Hazards like trebuchets and arrow volleys, ballista "traps" the PCs can use to their advantage, mini skill challenges to rally the morale of routed forces (and possibly gain some minion allies), waves of minions, battlefield objectives (besides kill all monsters), presenting the players with choices about which front to fight on or dilemmas about whether to stick to the mission or rescue a captured/pinned down ally, etc. [/QUOTE]
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Help with some complex encounter design
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