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I may have taken on a bigger challenge than i thought I did
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<blockquote data-quote="Rhenny" data-source="post: 6983660" data-attributes="member: 18333"><p>I like to pre-think/plan for TPK or near TPKs so that if it comes down to that, I can seamlessly change the scenario to give the PCs a way out. (Best if used only a few times in a campaign so it doesn't seem like Deus Ex Machina).</p><p></p><p>For example, go through a list of possible scenarios:</p><p></p><p>1) Another rival foe (or an ally of the party) arrives and begins to fight off the foes.</p><p>2) The foes motivation is not to kill, but to rob, or just teach the PCs a lesson, or to capture. (I've had very interesting game sessions when PCs have to escape from capture)</p><p>3) A strange horn sounds in the distance, and the foes get spooked. Then they run. (Again, this could be a rival or a horde of maraudering orcs that the foes know about, etc.)</p><p>4) The foes offer terms of surrender, and ask for party to serve them or do them a favor. (It is funny how sometimes when boys fight, after the fight, they become friends)</p><p>5) A strange rumbling/earthquake occurs, which scares the foes or "randomly" swallows a few.</p><p>6) Small things like, one of the foes hears some noise in the forest near them so he tells a few of his buddies to "go check it out."</p><p></p><p>And, like [MENTION=23]Ancalagon[/MENTION], design for different sized groups. When I design encounters, I often design a base encounter that is relatively easy, with the potential to "ramp it up" by adding reinforcements later in the encounter or by quickly making the foes a little more powerful (max hp and extra damage on attacks, or give them extra attacks, etc.) - Remember, in 5e, Monster/NPC creation does not have to be the same as PC creation. </p><p></p><p>I've even created a d100 cheat sheet for adding different features to foes to make them more unique and more powerful.</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1375" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1375</a></p></blockquote><p></p>
[QUOTE="Rhenny, post: 6983660, member: 18333"] I like to pre-think/plan for TPK or near TPKs so that if it comes down to that, I can seamlessly change the scenario to give the PCs a way out. (Best if used only a few times in a campaign so it doesn't seem like Deus Ex Machina). For example, go through a list of possible scenarios: 1) Another rival foe (or an ally of the party) arrives and begins to fight off the foes. 2) The foes motivation is not to kill, but to rob, or just teach the PCs a lesson, or to capture. (I've had very interesting game sessions when PCs have to escape from capture) 3) A strange horn sounds in the distance, and the foes get spooked. Then they run. (Again, this could be a rival or a horde of maraudering orcs that the foes know about, etc.) 4) The foes offer terms of surrender, and ask for party to serve them or do them a favor. (It is funny how sometimes when boys fight, after the fight, they become friends) 5) A strange rumbling/earthquake occurs, which scares the foes or "randomly" swallows a few. 6) Small things like, one of the foes hears some noise in the forest near them so he tells a few of his buddies to "go check it out." And, like [MENTION=23]Ancalagon[/MENTION], design for different sized groups. When I design encounters, I often design a base encounter that is relatively easy, with the potential to "ramp it up" by adding reinforcements later in the encounter or by quickly making the foes a little more powerful (max hp and extra damage on attacks, or give them extra attacks, etc.) - Remember, in 5e, Monster/NPC creation does not have to be the same as PC creation. I've even created a d100 cheat sheet for adding different features to foes to make them more unique and more powerful. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1375[/url] [/QUOTE]
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