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High Adventure and High Action without Combat?
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<blockquote data-quote="paradox42" data-source="post: 3791669" data-attributes="member: 29746"><p>I'll chime in support on this one. I was going to post "it depends on how you define 'combat' precisely," since the example I was going to bring up is one very recent one from my own games.</p><p></p><p>The party in question is trying to set up a massive attack against an absurdly powerful foe, which can certainly crush them (and their numerous allies) utterly if it isn't taken out very, very quickly. The trouble they ran into in a recent session was that there were factions within the city that's going to mount this assault that wanted to attack the critter preemptively, and thus screw up all the careful plans of the PCs and their direct allies. So this came to a head when the PCs got their allies to lay the smackdown on these splinter factions, but this caused several of the factions to attempt using their weapons anyway (since they were about to lose the chance to do so altogether). We spent an entire session having the PCs spending <em>Teleports</em> and other powers left and right trying to go to each weapon and take it out before it could be fired and give away the larger attack, in a sort of pitched running battle where they had several weapons to take out each round. One character was left with the allies to help coordinate everything and keep the party informed, while the rest of them went to put out fires as they sprang up ("Tower 7 is about to fire! <em><strong>Take it out <u>now</u>!</strong></em>").</p><p></p><p>We had an entire session without genuine combat (attacking objects, and in particular doing your best to disable rather than outright destroy them, doesn't really count IMO) that nevertheless had the players on the edges of their seats for about five hours. "Beat the Clock" can work wonders if you can set up the dominoes just right.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3791669, member: 29746"] I'll chime in support on this one. I was going to post "it depends on how you define 'combat' precisely," since the example I was going to bring up is one very recent one from my own games. The party in question is trying to set up a massive attack against an absurdly powerful foe, which can certainly crush them (and their numerous allies) utterly if it isn't taken out very, very quickly. The trouble they ran into in a recent session was that there were factions within the city that's going to mount this assault that wanted to attack the critter preemptively, and thus screw up all the careful plans of the PCs and their direct allies. So this came to a head when the PCs got their allies to lay the smackdown on these splinter factions, but this caused several of the factions to attempt using their weapons anyway (since they were about to lose the chance to do so altogether). We spent an entire session having the PCs spending [i]Teleports[/i] and other powers left and right trying to go to each weapon and take it out before it could be fired and give away the larger attack, in a sort of pitched running battle where they had several weapons to take out each round. One character was left with the allies to help coordinate everything and keep the party informed, while the rest of them went to put out fires as they sprang up ("Tower 7 is about to fire! [i][b]Take it out [u]now[/u]![/b][/i]"). We had an entire session without genuine combat (attacking objects, and in particular doing your best to disable rather than outright destroy them, doesn't really count IMO) that nevertheless had the players on the edges of their seats for about five hours. "Beat the Clock" can work wonders if you can set up the dominoes just right. [/QUOTE]
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