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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5717269" data-attributes="member: 1165"><p>I don't know if you want to zoom "out" or not.</p><p></p><p>If you want to focus on the PCs, I would recommend making them their own unit, taking them out of leading the troops altogether. (They can do that kind of thing in non-combat encounter though.)</p><p></p><p>The PCs would be higher level than their allies, possibly even higher level than the commander of their side. Their job would be to target important "set pieces" of the enemy side, eg their supply camp (guarded by a constantly-hungry brute and troops designated to defend that area), the artillery redoubt (naturally, this gives you the ability to create a nasty "monster" or "trap" to reflect the artillery), clashing with the enemy equivalent (probably led by a warlord-type), and the enemy HQ (probably the final battle). Winning each battle could have a "vignette" or flavor text explaining what effect this has had on the major battle.</p><p></p><p>Between set pieces, the PCs easily wade through lower level minions, and that would bog the game down, so there's no need to actually game that. If necessary, you could say each PC loses a healing surge between battles due to the constant assault by minions, which would probably be shooting at them.</p><p></p><p>In this case, the PCs effectively determine if they win or lose. The entire flowchart could resemble a skill challenge; if the PCs win a certain number of battles, and don't lose more than three, they win. Otherwise, their side loses, the amount won or lost determined by how many battles the PCs won or lost.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5717269, member: 1165"] I don't know if you want to zoom "out" or not. If you want to focus on the PCs, I would recommend making them their own unit, taking them out of leading the troops altogether. (They can do that kind of thing in non-combat encounter though.) The PCs would be higher level than their allies, possibly even higher level than the commander of their side. Their job would be to target important "set pieces" of the enemy side, eg their supply camp (guarded by a constantly-hungry brute and troops designated to defend that area), the artillery redoubt (naturally, this gives you the ability to create a nasty "monster" or "trap" to reflect the artillery), clashing with the enemy equivalent (probably led by a warlord-type), and the enemy HQ (probably the final battle). Winning each battle could have a "vignette" or flavor text explaining what effect this has had on the major battle. Between set pieces, the PCs easily wade through lower level minions, and that would bog the game down, so there's no need to actually game that. If necessary, you could say each PC loses a healing surge between battles due to the constant assault by minions, which would probably be shooting at them. In this case, the PCs effectively determine if they win or lose. The entire flowchart could resemble a skill challenge; if the PCs win a certain number of battles, and don't lose more than three, they win. Otherwise, their side loses, the amount won or lost determined by how many battles the PCs won or lost. [/QUOTE]
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