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I keep bottle-necking the heroes (advice)
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<blockquote data-quote="MoutonRustique" data-source="post: 7578851" data-attributes="member: 22362"><p>My take would be to make it very, very advantageous for the PCs to get to the back lines ASAP.</p><p></p><p><strong>Here is my "how" on the mechanical side </strong>:</p><p>- reduce the AC defense of the rear-rank by 2 or more</p><p>- reduce the hp of the rear-rank by 1/4 (half bloodied value)</p><p>- <em>increase</em> the damage the rear-rank deals by 1/4 (you can often simply add 1/2 the static modifier), but make it <em>significant</em> - enough so the players notice quickly</p><p>- <em>(only at first)</em> <em><strong>tell</strong></em> players how low the hp and defenses of the rear rank are</p><p>- <em>reduce</em> the damage of the front ranks (to encourage PCs eating a few OA)</p><p>- if the front ranks are very sticky, reduce that sticky-ness</p><p></p><p>- once "good" habits have taken root, lessen the modifications</p><p></p><p><strong>On the "map" side of things :</strong></p><p>- make sure to have lots of room for the players to fall back</p><p>- make the foes be protective, but maybe a bit too aggressive when players fall back</p><p></p><p><strong>On the "resources" side of things </strong>: </p><p>- hand out plenty of one-use items that break formations.</p><p>-- --- examples include : <ul> <li data-xf-list-type="ul">alchemist [element/energy] that create a zone that deals ongoing damage (don't be afraid of stepping on the controller's toes - you don't have one!)</li> <li data-xf-list-type="ul">version of "tanglefoot bags" that can used to pull a foe a few squares with an Athletics check (could be modeled as a minor action attack with a standard to pull, or vice-versa)</li> <li data-xf-list-type="ul">"ginsu" turrets that deploy in a square within 5 squares and deal area damage (either as an attack, or simply as an aura)</li> <li data-xf-list-type="ul">etc.</li> </ul><p>- make sure to give them in a way that makes the players feel these are "extra" loot so they don't hoard them (if you have the PC hoarder problem)</p><p></p><p>- again, once "good" habits are taken, and players start requesting and buying those kinds of things on their own, reduce (remove) the "extra" aspect</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7578851, member: 22362"] My take would be to make it very, very advantageous for the PCs to get to the back lines ASAP. [B]Here is my "how" on the mechanical side [/B]: - reduce the AC defense of the rear-rank by 2 or more - reduce the hp of the rear-rank by 1/4 (half bloodied value) - [I]increase[/I] the damage the rear-rank deals by 1/4 (you can often simply add 1/2 the static modifier), but make it [I]significant[/I] - enough so the players notice quickly - [I](only at first)[/I] [I][B]tell[/B][/I] players how low the hp and defenses of the rear rank are - [I]reduce[/I] the damage of the front ranks (to encourage PCs eating a few OA) - if the front ranks are very sticky, reduce that sticky-ness - once "good" habits have taken root, lessen the modifications [B]On the "map" side of things :[/B] - make sure to have lots of room for the players to fall back - make the foes be protective, but maybe a bit too aggressive when players fall back [B]On the "resources" side of things [/B]: - hand out plenty of one-use items that break formations. -- --- examples include :[list] [*]alchemist [element/energy] that create a zone that deals ongoing damage (don't be afraid of stepping on the controller's toes - you don't have one!) [*]version of "tanglefoot bags" that can used to pull a foe a few squares with an Athletics check (could be modeled as a minor action attack with a standard to pull, or vice-versa) [*]"ginsu" turrets that deploy in a square within 5 squares and deal area damage (either as an attack, or simply as an aura) [*]etc.[/list] - make sure to give them in a way that makes the players feel these are "extra" loot so they don't hoard them (if you have the PC hoarder problem) - again, once "good" habits are taken, and players start requesting and buying those kinds of things on their own, reduce (remove) the "extra" aspect [/QUOTE]
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