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How to make 2 to 3 rounds of combat DRAMATIC?
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<blockquote data-quote="cowpie" data-source="post: 8487037" data-attributes="member: 98840"><p>1) Have memorable and dangerous enemies: A specific example I've used: Have an enemy be a demon or spirit the parasitically latches onto a PC's spirit. Every time the enemy takes damage, they siphon part of the damage off onto the PC. The more the PCs hurt the enemy, the more they hurt their friend. If the PC is injured, the enemy takes matching damage. If the PC is willing to fall on their sword, they can severely damage the enemy. This can be especially challenging if the enemy latches onto a valued NPC with lower hit points (essentially taking a hostage), and the PCs have to figure out ways to defeat the enemy without resorting to direct damage.</p><p></p><p>2) Timers: Have a series of unfortunate events happening on a timer. A bridge is collapsing, a shoggoth is emerging from a pit, hot lava is edging closer to the PCs, or walls are closing in or sealing off an exit. The players have things they can do to affect the environmental to stop the events, or add time on the timer. However, they have to decide whether to affect the timer, or fight the enemies, making every tactical decision more agonizing for the players.</p><p></p><p>3) Destructible/Hazardous environments -- players can use the environment to get a tactical advantage. Make the terrain unique and dangerous.</p><p></p><p>4) Dynamic environments -- players can use special terrain, elevation, or knowledge they gained as a result of the exploration pillar of play, to gain a tactical advantage (for example, they found a secret door earlier that leads to a hidden balcony, where they are rewarded with a position where they can snipe an enemy that would otherwise be hard to reach.</p><p></p><p>Extended Example from Raiders of the Lost Ark:</p><p>1) (Timer) Indy and Marion escape being buried alive and try to hijack a plane before the Nazis can fly the ark out of Egypt. Spinning propellers are prominently shown as a potential hazard.</p><p> </p><p>2) (Enemy+Time Delay) Before he can knock out the pilot, Indy is forced to fight a henchman with a wrench.</p><p></p><p>3) (Enemy Reinforcement+Time Delay) Indy has to fight another ever Bigger Henchman, itching for a fight. He also has to avoid the pilot with a Luger. The timer keeps on ticking...</p><p></p><p>4) (Hazardous+Dynamic Environment) Marion knocks out the pilot, but causes the plane to start rotating in place, making Indy's combat way more dangerous because now they're dodging spinning propeller blades. Can Indy use this to his advantage?</p><p></p><p>5) (Enemy Reinforcement+Dynamic Environment) Soldiers drive up in trucks, but Marion has found a machine gun in the environment, and she uses it to shoot them.</p><p></p><p>6) (Hazardous+Timer) A gas truck leads petrol all over the tarmac, and a fire breaks out, starting another countdown until the plane (with Marion trapped in it) blows up.</p><p></p><p>7) (Enemy+Hazardous+Dynamic+Timer) Indy defeats the Henchman by using the propeller to kill him. The gas fire is spreading, and more Nazis put on alert after an explosion.</p><p></p><p>8) Conclusion: Indy and Marion narrowly escape the plane before time runs out and it explodes. A new timer starts as the Nazis react to the situation by loading the Ark onto a truck.</p><p></p><p>While this was scripted by the moviemakers, by having all the elements in place, and starting with one timer (get the plane before the Nazi's fly the Ark away), once the PCs enter the environment, you can raise the stakes by introducing new hazards and timers organically in response to what they do. Just make a combat environment with lots of stuff in place for the players to mess with from the get go, and let 'er rip!</p></blockquote><p></p>
[QUOTE="cowpie, post: 8487037, member: 98840"] 1) Have memorable and dangerous enemies: A specific example I've used: Have an enemy be a demon or spirit the parasitically latches onto a PC's spirit. Every time the enemy takes damage, they siphon part of the damage off onto the PC. The more the PCs hurt the enemy, the more they hurt their friend. If the PC is injured, the enemy takes matching damage. If the PC is willing to fall on their sword, they can severely damage the enemy. This can be especially challenging if the enemy latches onto a valued NPC with lower hit points (essentially taking a hostage), and the PCs have to figure out ways to defeat the enemy without resorting to direct damage. 2) Timers: Have a series of unfortunate events happening on a timer. A bridge is collapsing, a shoggoth is emerging from a pit, hot lava is edging closer to the PCs, or walls are closing in or sealing off an exit. The players have things they can do to affect the environmental to stop the events, or add time on the timer. However, they have to decide whether to affect the timer, or fight the enemies, making every tactical decision more agonizing for the players. 3) Destructible/Hazardous environments -- players can use the environment to get a tactical advantage. Make the terrain unique and dangerous. 4) Dynamic environments -- players can use special terrain, elevation, or knowledge they gained as a result of the exploration pillar of play, to gain a tactical advantage (for example, they found a secret door earlier that leads to a hidden balcony, where they are rewarded with a position where they can snipe an enemy that would otherwise be hard to reach. Extended Example from Raiders of the Lost Ark: 1) (Timer) Indy and Marion escape being buried alive and try to hijack a plane before the Nazis can fly the ark out of Egypt. Spinning propellers are prominently shown as a potential hazard. 2) (Enemy+Time Delay) Before he can knock out the pilot, Indy is forced to fight a henchman with a wrench. 3) (Enemy Reinforcement+Time Delay) Indy has to fight another ever Bigger Henchman, itching for a fight. He also has to avoid the pilot with a Luger. The timer keeps on ticking... 4) (Hazardous+Dynamic Environment) Marion knocks out the pilot, but causes the plane to start rotating in place, making Indy's combat way more dangerous because now they're dodging spinning propeller blades. Can Indy use this to his advantage? 5) (Enemy Reinforcement+Dynamic Environment) Soldiers drive up in trucks, but Marion has found a machine gun in the environment, and she uses it to shoot them. 6) (Hazardous+Timer) A gas truck leads petrol all over the tarmac, and a fire breaks out, starting another countdown until the plane (with Marion trapped in it) blows up. 7) (Enemy+Hazardous+Dynamic+Timer) Indy defeats the Henchman by using the propeller to kill him. The gas fire is spreading, and more Nazis put on alert after an explosion. 8) Conclusion: Indy and Marion narrowly escape the plane before time runs out and it explodes. A new timer starts as the Nazis react to the situation by loading the Ark onto a truck. While this was scripted by the moviemakers, by having all the elements in place, and starting with one timer (get the plane before the Nazi's fly the Ark away), once the PCs enter the environment, you can raise the stakes by introducing new hazards and timers organically in response to what they do. Just make a combat environment with lots of stuff in place for the players to mess with from the get go, and let 'er rip! [/QUOTE]
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