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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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<blockquote data-quote="equilibrium17" data-source="post: 4601972" data-attributes="member: 79000"><p>In re: Ranged vs. Melee encounters:</p><p></p><p>I will sometimes frustrate the heck out of my melee PCs by presenting them with encounters where they are getting kited by ranged attack monsters. Goblin archers shooting from the top of a ledge, flying dragon, whatever.</p><p></p><p>But whenever I do this, I always have the plan that the melee types will eventually get payback on the ranged attack enemies a bit later down the road. Frustration and anger, in the right measure, are important to dramatic tension. And you need to release that tension eventually; that's what payoff is all about.</p><p></p><p>This could happen in the same encounter. For example, an encounter starts with untouchable enemy archers on a ledge above. But there's a ladder or climbably wall, and if the melee PCs manage to climb up to the ledge under fire, they can run amok amongst the melee-weak enemy artillery. Or it could happen an encounter or two later -- kiting archers keep ambushing the party in the woods, lasting 1-2 encounters, but the party eventually tracks them down and traps them in their cave lair, where the melee characters can really shine.</p><p></p><p>You can do similar things to play to other player strengths and weaknesses. For example, with a ranged attack-heavy party, maybe you have an encounter or two against kobolds in tight tunnels, where it's hard for the party to keep distance from the attackers. But then you have the party discover some information that the kobolds are about to go on a raid, allowing them to set up an ambush in open terrain more favorable to their fighting style.</p><p></p><p>In general, any frustration/payback cycle like this you want to keep within one game session. But if you game really frequently, it is possible to stretch it out longer. If you use a BBEG with a particular strength (such as flying dragon w/ strong ranged attacks), finding a way to engage the BBEG on favorable terms can even become the goal of a whole adventure.</p><p></p><p></p><p>Obviously, you need to be careful about CR with all of the above; the initial encounter(s) should be hard enough to be present a real threat and generate some frustration, but you don't want to create a TPK situation; there needs to be some way that the PCs can survive, until they get their chance for payback.</p><p></p><p>Failure and frusturation are an important part of dramatic structure. Think about how many times Indiana Jones fails, before he finally wins in the end. . . you just need to make sure there is a clear connection to a payoff for all the frustration in the end. Once your players experience this once or twice, they'll get the idea, and start to enjoy findings ways to get through the "frustration" encounters, so they can get their just desserts.</p><p></p><p>Cheers,</p><p></p><p>EQ17</p></blockquote><p></p>
[QUOTE="equilibrium17, post: 4601972, member: 79000"] In re: Ranged vs. Melee encounters: I will sometimes frustrate the heck out of my melee PCs by presenting them with encounters where they are getting kited by ranged attack monsters. Goblin archers shooting from the top of a ledge, flying dragon, whatever. But whenever I do this, I always have the plan that the melee types will eventually get payback on the ranged attack enemies a bit later down the road. Frustration and anger, in the right measure, are important to dramatic tension. And you need to release that tension eventually; that's what payoff is all about. This could happen in the same encounter. For example, an encounter starts with untouchable enemy archers on a ledge above. But there's a ladder or climbably wall, and if the melee PCs manage to climb up to the ledge under fire, they can run amok amongst the melee-weak enemy artillery. Or it could happen an encounter or two later -- kiting archers keep ambushing the party in the woods, lasting 1-2 encounters, but the party eventually tracks them down and traps them in their cave lair, where the melee characters can really shine. You can do similar things to play to other player strengths and weaknesses. For example, with a ranged attack-heavy party, maybe you have an encounter or two against kobolds in tight tunnels, where it's hard for the party to keep distance from the attackers. But then you have the party discover some information that the kobolds are about to go on a raid, allowing them to set up an ambush in open terrain more favorable to their fighting style. In general, any frustration/payback cycle like this you want to keep within one game session. But if you game really frequently, it is possible to stretch it out longer. If you use a BBEG with a particular strength (such as flying dragon w/ strong ranged attacks), finding a way to engage the BBEG on favorable terms can even become the goal of a whole adventure. Obviously, you need to be careful about CR with all of the above; the initial encounter(s) should be hard enough to be present a real threat and generate some frustration, but you don't want to create a TPK situation; there needs to be some way that the PCs can survive, until they get their chance for payback. Failure and frusturation are an important part of dramatic structure. Think about how many times Indiana Jones fails, before he finally wins in the end. . . you just need to make sure there is a clear connection to a payoff for all the frustration in the end. Once your players experience this once or twice, they'll get the idea, and start to enjoy findings ways to get through the "frustration" encounters, so they can get their just desserts. Cheers, EQ17 [/QUOTE]
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