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General Tabletop Discussion
*Pathfinder & Starfinder
How have you used terrain to make combat more tactically interesting & exciting?
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<blockquote data-quote="DrSpunj" data-source="post: 4681049" data-attributes="member: 994"><p>With enough mobs this is definitely doable, but remember the DM is a bit constrained to do much of this given the XP budget. There's essentially 1 mob for each PC of an equal level in a Standard encounter, up to twice that for Hard. Sure you can turn one or more of those Standard mobs into Minions to create waves (which I did in the Skeleton/Zombie battle) but they don't last long and I haven't figured out the balance between enough that they don't all die before any 1 of them actually hits vs so many that the party gets overwhelmed, even in waves.</p><p></p><p>Still your point is a good one, and looking back the initial goblin encounter in the ruins was set up this way, and the goblin/fire beetle encounter in the underground caves allowed the party a few rounds to split up and "take the fight" to them. As I said, a variety of battles & situations is my goal and dumping the party occasionally into a really disadvantageous position keeps things interesting, and hopefully fun!</p><p></p><p></p><p></p><p>Two things:</p><p>1) that would've been awesome and I would've loved to have you or someone else suggest it!</p><p>2) I'm just not <em>that</em> good that as the DM I can think of all the cool stuff that players <em>might</em> or <em>could</em> do and give all kinds of hints or even spell everything out for them. IMO players have to help think outside the box, perhaps even more than the DM, and see what they can do to turn nearby terrain to their advantage. With beginning players sure you need to spell it out and/or drop hints, but veterans? Really? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Actually, once the Controller Spitting Kruthik was killed the others would've fled back to their nearby lair and been easy to kill, essentially ending the encounter. I hinted as much to Analyn with her successful Nature check at the beginning of the fight (describing a new hive as having a "pseudo-queen bee") but the party didn't focus fire on the Controller up on the bluff so that potential outcome wasn't, uh, explored by the party. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Good point, and one I'll try to remember. Maybe you should post this in the Grindspace thread since it needs resurrecting and would be good for most any DM to keep in mind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DrSpunj, post: 4681049, member: 994"] With enough mobs this is definitely doable, but remember the DM is a bit constrained to do much of this given the XP budget. There's essentially 1 mob for each PC of an equal level in a Standard encounter, up to twice that for Hard. Sure you can turn one or more of those Standard mobs into Minions to create waves (which I did in the Skeleton/Zombie battle) but they don't last long and I haven't figured out the balance between enough that they don't all die before any 1 of them actually hits vs so many that the party gets overwhelmed, even in waves. Still your point is a good one, and looking back the initial goblin encounter in the ruins was set up this way, and the goblin/fire beetle encounter in the underground caves allowed the party a few rounds to split up and "take the fight" to them. As I said, a variety of battles & situations is my goal and dumping the party occasionally into a really disadvantageous position keeps things interesting, and hopefully fun! Two things: 1) that would've been awesome and I would've loved to have you or someone else suggest it! 2) I'm just not [i]that[/i] good that as the DM I can think of all the cool stuff that players [i]might[/i] or [i]could[/i] do and give all kinds of hints or even spell everything out for them. IMO players have to help think outside the box, perhaps even more than the DM, and see what they can do to turn nearby terrain to their advantage. With beginning players sure you need to spell it out and/or drop hints, but veterans? Really? :) Actually, once the Controller Spitting Kruthik was killed the others would've fled back to their nearby lair and been easy to kill, essentially ending the encounter. I hinted as much to Analyn with her successful Nature check at the beginning of the fight (describing a new hive as having a "pseudo-queen bee") but the party didn't focus fire on the Controller up on the bluff so that potential outcome wasn't, uh, explored by the party. :D Good point, and one I'll try to remember. Maybe you should post this in the Grindspace thread since it needs resurrecting and would be good for most any DM to keep in mind. ;) [/QUOTE]
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