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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="Rhenny" data-source="post: 6958098" data-attributes="member: 18333"><p>It doesn't have to be problematic.</p><p></p><p>Just try to use a little variety so that the players don't know which encounters are supposed to be the really big, tactical ones, and which ones are just ones that need to be avoided or finished quickly. The key to keeping the PCs from going nova, is to instill the possibility that what they are fighting now, may not be the worst thing they will face. </p><p></p><p>They should have to work to get into a position where they can challenge the evil baron, or the evil baron should have some plan up his sleeve to weaken the party before he actually fights them head on. </p><p></p><p>If the PCs ambush evil baron with his minions, give evil baron a way to escape or at least for him to call on aid from others. </p><p></p><p>Early in a campaign, make sure that the PCs get into a big fight that they think might be a really big one, and then after they expend some resources, hit them with another fight that is equal to what they just fought or worse. </p><p></p><p>Then in other sessions have them fight some minor battles, never knowing exactly when a big one will pop up.</p><p></p><p>If you do this, you can have some sessions that feature 2 encounters, some that feature 4, some that feature only 1. The rests will fall where they fall naturally, but it is the fear of the unknown next encounter that builds tension and keeps PCs from unloading all of the resources.</p><p></p><p>If you build an escape plan for the baron, or you give him a way to call upon allies when he most needs them so that he can escape while the party is busy with others, you'll be able to create a large set piece battle that is plenty tactical.</p><p></p><p>But, if the PCs do actually ambush the evil baron and all attack him by surprise, he'll be dead so don't let that happen unless you want the PCs to succeed because they took the necessary precautions and didn't botch anything up.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6958098, member: 18333"] It doesn't have to be problematic. Just try to use a little variety so that the players don't know which encounters are supposed to be the really big, tactical ones, and which ones are just ones that need to be avoided or finished quickly. The key to keeping the PCs from going nova, is to instill the possibility that what they are fighting now, may not be the worst thing they will face. They should have to work to get into a position where they can challenge the evil baron, or the evil baron should have some plan up his sleeve to weaken the party before he actually fights them head on. If the PCs ambush evil baron with his minions, give evil baron a way to escape or at least for him to call on aid from others. Early in a campaign, make sure that the PCs get into a big fight that they think might be a really big one, and then after they expend some resources, hit them with another fight that is equal to what they just fought or worse. Then in other sessions have them fight some minor battles, never knowing exactly when a big one will pop up. If you do this, you can have some sessions that feature 2 encounters, some that feature 4, some that feature only 1. The rests will fall where they fall naturally, but it is the fear of the unknown next encounter that builds tension and keeps PCs from unloading all of the resources. If you build an escape plan for the baron, or you give him a way to call upon allies when he most needs them so that he can escape while the party is busy with others, you'll be able to create a large set piece battle that is plenty tactical. But, if the PCs do actually ambush the evil baron and all attack him by surprise, he'll be dead so don't let that happen unless you want the PCs to succeed because they took the necessary precautions and didn't botch anything up. [/QUOTE]
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last encounter was totally one-sided
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