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Mini Encounters! Advice needed on how Mini is too Mini
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<blockquote data-quote="Trit One-Ear" data-source="post: 6181251" data-attributes="member: 6678017"><p>The part consists of one Paladin, one control-happy Wizard (Arcanist), one Cleric, one scary powerful Twin-Strike Ranger and a Monk (who either has a low to hit or rolls fairly poorly... I haven't investigated which yet).</p><p>Minion groups tend to go down quickly, which I'm alright with in this set up. Since so much of combat is in back streets and on roof tops, splitting the groups of minions into 3-4 smaller groups rather than one big cluster has been exciting and helps negate the Wizard's ability to destroy them all at once.</p><p></p><p>As it stands, I'm planning on hitting them with two lvl 12 (EL+4 per [MENTION=463]S'mon[/MENTION]'s advice) encounters before they reach the center of the town, where the evil mastermind is awaiting them. Many of these fights may be avoidable with successful stealth or streetwise checks, or clever tactics (for example, one fight has several imps who I plan on making flee once their devilish leader falls). Other fights may be avoided by simply moving on (snipers on rooftops etc). This may burn some healing surges and a utility power or two but shouldn't be as tough as the full XP budget suggests. The big goal here is flexibility to keep the momentum of the attack moving forward. [MENTION=3586]MerricB[/MENTION], thanks especially for pointing out the flexibility inherent in this format. It's lifted a weight off my shoulders, no longer feeling like I need to plot this whole thing out in advance. </p><p></p><p>Thanks for the advice all!</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6181251, member: 6678017"] The part consists of one Paladin, one control-happy Wizard (Arcanist), one Cleric, one scary powerful Twin-Strike Ranger and a Monk (who either has a low to hit or rolls fairly poorly... I haven't investigated which yet). Minion groups tend to go down quickly, which I'm alright with in this set up. Since so much of combat is in back streets and on roof tops, splitting the groups of minions into 3-4 smaller groups rather than one big cluster has been exciting and helps negate the Wizard's ability to destroy them all at once. As it stands, I'm planning on hitting them with two lvl 12 (EL+4 per [MENTION=463]S'mon[/MENTION]'s advice) encounters before they reach the center of the town, where the evil mastermind is awaiting them. Many of these fights may be avoidable with successful stealth or streetwise checks, or clever tactics (for example, one fight has several imps who I plan on making flee once their devilish leader falls). Other fights may be avoided by simply moving on (snipers on rooftops etc). This may burn some healing surges and a utility power or two but shouldn't be as tough as the full XP budget suggests. The big goal here is flexibility to keep the momentum of the attack moving forward. [MENTION=3586]MerricB[/MENTION], thanks especially for pointing out the flexibility inherent in this format. It's lifted a weight off my shoulders, no longer feeling like I need to plot this whole thing out in advance. Thanks for the advice all! Trit [/QUOTE]
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