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<blockquote data-quote="vagabundo" data-source="post: 5319610" data-attributes="member: 55864"><p>Off the top of my head: one of the DMGs has some options for this scenario. It does say it may be appropriate to allow Encounter powers to recharge if you have an <strong>Encounters Merge</strong>.</p><p></p><p>It might be the DMG2.</p><p></p><p>Other suggestions: </p><p>* <strong>Encounter Design</strong>: Use more minions or use the <em>Tougher Minion</em> house rule (snagged from the house rule fourm): Minions get a HP threshold (use can calculate this using a variety of methods. Con Mod+1/2 level is the one I use). If the PC's damage any minion with more than the threshold it is dead. If they do any damage it is bloodied - so you don't track HP for minions. They have three states; alive, bloodied, dead. This rule has the benefit of allowing abilities activated on the bloodied condition to work.</p><p></p><p>* <strong>PC Behaviour (in-game):</strong> Don't let the dungeon be alerted. Or if it is, retreat and allow things to settle. If you know your in for a long long battle it might be best to come back again.</p><p></p><p>*<strong>Terrain features/powers:</strong> Have the DM scatter Easter Eggs through-out the dungeon. So there can be little hidden things for you to look for that will make the combat encounters easier to deal with or unlock Terrain Powers that do damage against foes. This can work well with a living dungeon and can be awesome if done right (I had a whole ceiling/ramp collapse in an old Dwarvan Mine when someone pulled a lever - unfortunately it was on the PC's, but they had the chance to drop it on the bad guys, they shudda pulled the lever).</p><p></p><p>* <strong>Tricks and Stunts (p42):</strong> allow some cool tricks and stunts to deal damage when the encounters and dailies are done. </p><p></p><p>* <strong>Recharging:</strong> Allow AP's to accumulate and allow them to be spent on recharging powers; Kill a minor boss and get an AP to spend, Kill ten minions and get an AP, etc.. Kind of like achievements in a console game you can only get them once. They will add a little bit of spice to an encounter as different PC's go after different achievements or trophies (ten hob-goblin ears).</p><p></p><p>* <strong>Surrendering/Retreating:</strong> Allow some form of morale for the monsters. You shouldn't have to wipe out every monster to win the day. Remember Intimidate vs Will against a bloodied foe will cow them into surrendering.</p></blockquote><p></p>
[QUOTE="vagabundo, post: 5319610, member: 55864"] Off the top of my head: one of the DMGs has some options for this scenario. It does say it may be appropriate to allow Encounter powers to recharge if you have an [B]Encounters Merge[/B]. It might be the DMG2. Other suggestions: * [B]Encounter Design[/B]: Use more minions or use the [I]Tougher Minion[/I] house rule (snagged from the house rule fourm): Minions get a HP threshold (use can calculate this using a variety of methods. Con Mod+1/2 level is the one I use). If the PC's damage any minion with more than the threshold it is dead. If they do any damage it is bloodied - so you don't track HP for minions. They have three states; alive, bloodied, dead. This rule has the benefit of allowing abilities activated on the bloodied condition to work. * [B]PC Behaviour (in-game):[/B] Don't let the dungeon be alerted. Or if it is, retreat and allow things to settle. If you know your in for a long long battle it might be best to come back again. *[B]Terrain features/powers:[/B] Have the DM scatter Easter Eggs through-out the dungeon. So there can be little hidden things for you to look for that will make the combat encounters easier to deal with or unlock Terrain Powers that do damage against foes. This can work well with a living dungeon and can be awesome if done right (I had a whole ceiling/ramp collapse in an old Dwarvan Mine when someone pulled a lever - unfortunately it was on the PC's, but they had the chance to drop it on the bad guys, they shudda pulled the lever). * [B]Tricks and Stunts (p42):[/B] allow some cool tricks and stunts to deal damage when the encounters and dailies are done. * [B]Recharging:[/B] Allow AP's to accumulate and allow them to be spent on recharging powers; Kill a minor boss and get an AP to spend, Kill ten minions and get an AP, etc.. Kind of like achievements in a console game you can only get them once. They will add a little bit of spice to an encounter as different PC's go after different achievements or trophies (ten hob-goblin ears). * [B]Surrendering/Retreating:[/B] Allow some form of morale for the monsters. You shouldn't have to wipe out every monster to win the day. Remember Intimidate vs Will against a bloodied foe will cow them into surrendering. [/QUOTE]
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