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General Tabletop Discussion
*TTRPGs General
Keeping track of combat length (for posterity)
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<blockquote data-quote="Wik" data-source="post: 5228316" data-attributes="member: 40177"><p>I kind of winged it, because that is how I am wont to do things. But it sort of went like this:</p><p></p><p>* There were three brutes, each with a timer. the first had a timer of "1", the second "2", and three "3" (go fig!). At the start of each brute's turn, the timer would drop - if it was at "0", the brute could go normally. A PC could spend a minor action to thievery one of the dials, and if they succeeded, they'd move it back two spaces - but if they failed, the timer would drop by one. Since the DC was 30, it was pretty close (I know my thieves, and they have digusting thievery checks). If a timer ever hit "5", that brute was shut down permanently (this happened to one of the brutes)</p><p></p><p>* There were also larger dials on one ledge. The DCs here were two higher, but the advantage was you had a better firing angle down on the brutes on the lower floor (we were using 3D dungeon tiles)</p><p></p><p>* A PC could also use the dials to shut off the minions heading into the room - again, failure on this check meant MORE minions came in. </p><p></p><p>* Finally, PCs could change the sigil in the centre - the four settings were (And I made these up on the spot):</p><p> - Blue (+2 to all defences)</p><p> - Red (+1d8 to all damage)</p><p> - Green (if you start your turn in the square, +10 temp HP; if end turn in the square and are bloodied, heal 1d12 hit points)</p><p> - Yellow (no effect)</p><p></p><p>Were I to do this again, I'd drop the "yellow" effect, and change it to some sort of haste effect (maybe can make a basic melee as a minor action, and +2 speed or something?). The trick with the encounter was that the brutes got the same effect - but the players were talking about putting two people at the control panel, sort of "DJing" effects... and I really should have encouraged that. I also should have thrown in a "control the minions" capability or something. But, I didn't want to make it too complicated.</p></blockquote><p></p>
[QUOTE="Wik, post: 5228316, member: 40177"] I kind of winged it, because that is how I am wont to do things. But it sort of went like this: * There were three brutes, each with a timer. the first had a timer of "1", the second "2", and three "3" (go fig!). At the start of each brute's turn, the timer would drop - if it was at "0", the brute could go normally. A PC could spend a minor action to thievery one of the dials, and if they succeeded, they'd move it back two spaces - but if they failed, the timer would drop by one. Since the DC was 30, it was pretty close (I know my thieves, and they have digusting thievery checks). If a timer ever hit "5", that brute was shut down permanently (this happened to one of the brutes) * There were also larger dials on one ledge. The DCs here were two higher, but the advantage was you had a better firing angle down on the brutes on the lower floor (we were using 3D dungeon tiles) * A PC could also use the dials to shut off the minions heading into the room - again, failure on this check meant MORE minions came in. * Finally, PCs could change the sigil in the centre - the four settings were (And I made these up on the spot): - Blue (+2 to all defences) - Red (+1d8 to all damage) - Green (if you start your turn in the square, +10 temp HP; if end turn in the square and are bloodied, heal 1d12 hit points) - Yellow (no effect) Were I to do this again, I'd drop the "yellow" effect, and change it to some sort of haste effect (maybe can make a basic melee as a minor action, and +2 speed or something?). The trick with the encounter was that the brutes got the same effect - but the players were talking about putting two people at the control panel, sort of "DJing" effects... and I really should have encouraged that. I also should have thrown in a "control the minions" capability or something. But, I didn't want to make it too complicated. [/QUOTE]
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