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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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<blockquote data-quote="Whimsical" data-source="post: 4596799" data-attributes="member: 3976"><p><strong><u>Tip #6a) Dynamic battlefields: make distance matter.</u></strong></p><p></p><p>About one out of five encounters, have the opponents appear more than 12 squares away from the party. Set up your encounter so players will have to choose between running and granting combat advantage, double moving and the charging the next round. Moving and then using a ranged attack. Staying in location to sheathe readied weapon, stow shield, and then draw a bow or cross bow.</p><p>Then the players will have to deal with the consequences of the PCs being far apart from each other, which will affect their ability to help each other.</p><p></p><p><strong><u>Tip #6b) Dynamic battlefields: heroes on the defensive.</u></strong></p><p></p><p>Around every two levels, arrange for the PCs to defend a site from forces which will arrive the next day. This will allow the players to exercise their strategy to arrange the site with traps, to cleverly use the terrain and elements of opportunity, to persuade and coordinate with NPC allies at the site, and plan to direct enemy forces to their advantage. This is the kind of encounters that puzzle solvers enjoy.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 4596799, member: 3976"] [B][U]Tip #6a) Dynamic battlefields: make distance matter.[/U][/B] About one out of five encounters, have the opponents appear more than 12 squares away from the party. Set up your encounter so players will have to choose between running and granting combat advantage, double moving and the charging the next round. Moving and then using a ranged attack. Staying in location to sheathe readied weapon, stow shield, and then draw a bow or cross bow. Then the players will have to deal with the consequences of the PCs being far apart from each other, which will affect their ability to help each other. [B][U]Tip #6b) Dynamic battlefields: heroes on the defensive.[/U][/B] Around every two levels, arrange for the PCs to defend a site from forces which will arrive the next day. This will allow the players to exercise their strategy to arrange the site with traps, to cleverly use the terrain and elements of opportunity, to persuade and coordinate with NPC allies at the site, and plan to direct enemy forces to their advantage. This is the kind of encounters that puzzle solvers enjoy. [/QUOTE]
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