TheLordWinter
First Post
A great example of this "turn a battle into a dungeon" strategy was shown in the "Savage Tide" adventure path during Paizo's last run with Dungeon magazine. The 5th adventure, Tides of Dread (to not give spoilers) features the PCs in a pitched battle against an enemy force. They've got time to set up their defenses, choose where and what to do and have a bunch of different factors which effect the outcome. Then when the fighting actually starts, they see how those decisions they made effect the enemy, and also have to rush about the battlefield and try to control key portions. It ends in a massive showdown against the leader of the enemy force. The entire adventure uses a "victory points" system, where if the PCs completed certain objectives they received such and such number of victory points - based upon the grand totals, the defense either went incredibly well, alright, they suffered some losses or it was a disaster.