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Need Help Designing an Encounter Area For Worg Riding Werewolves
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<blockquote data-quote="MoutonRustique" data-source="post: 6170005" data-attributes="member: 22362"><p>To jump on the wagon.</p><p></p><p>This may be harder or easier depending on the type of enemy you want to present them with, but zone-creating powers are GREAT to get players to move.</p><p></p><p>For non-magical foes, you can use things like setup "balistae" : they only fire in a very small area and they hurt like 8377. Or some of the foes have "caltrops" that fill a square and every round you don't just get out or stay completely still (no fighting), you get attacked by the spikes. You could also have falling rocks - but it's important to say where the rocks are going to fall BEFORE they do, so the players can react to them. In this case, don't think your rock missed, think that your rock made the character move (which was the point - so you win! Plus the player feels smart for avoid a hasard : win-win!). Plus they could then use forced movement and such to get the enemies with the rocks -extra points!</p><p></p><p>I go with this idea : tell them huge dmg is going to be in x square(s) (which is a square they're standing in). If they move : you win. If they don't they <strong>hurt</strong>, a lot. Don't be afraid to really amp up the dmg/pain in these situations : the character chose to stay there. If it was a stupid idea, make him realise it. If it was heroic, honour it by not pulling punches.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6170005, member: 22362"] To jump on the wagon. This may be harder or easier depending on the type of enemy you want to present them with, but zone-creating powers are GREAT to get players to move. For non-magical foes, you can use things like setup "balistae" : they only fire in a very small area and they hurt like 8377. Or some of the foes have "caltrops" that fill a square and every round you don't just get out or stay completely still (no fighting), you get attacked by the spikes. You could also have falling rocks - but it's important to say where the rocks are going to fall BEFORE they do, so the players can react to them. In this case, don't think your rock missed, think that your rock made the character move (which was the point - so you win! Plus the player feels smart for avoid a hasard : win-win!). Plus they could then use forced movement and such to get the enemies with the rocks -extra points! I go with this idea : tell them huge dmg is going to be in x square(s) (which is a square they're standing in). If they move : you win. If they don't they [B]hurt[/B], a lot. Don't be afraid to really amp up the dmg/pain in these situations : the character chose to stay there. If it was a stupid idea, make him realise it. If it was heroic, honour it by not pulling punches. [/QUOTE]
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Need Help Designing an Encounter Area For Worg Riding Werewolves
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