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*Pathfinder & Starfinder
non-combat-combat-encounters
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<blockquote data-quote="unan oranis" data-source="post: 5084272" data-attributes="member: 65462"><p>I'm thinking of encounters that deploy a map and use minis, but aren't actually combats.</p><p></p><p>Puzzles and other types of games could happen instead; my example:</p><p></p><p></p><p>----------------------</p><p>Unicorn tag non-combat-combat-encounter</p><p></p><p>Atop a hill stands a gray unicorn, whose gaze is so intense that you would mistake it for hostile were it not for the beasts psychic emanation of tranquility - though the stillness is charged with all the power of the calm before the storm.</p><p></p><p>"so you like treasure and danger. You will find I have plenty of both... let us have some sport!"</p><p></p><p>-----------</p><p></p><p>In this battle all attacks do 0 damage, and there are no critical hits.</p><p></p><p>Grabs may be used in place of basic attacks for opportunity attacks.</p><p></p><p>Every time the unicorn is "hit" and would normally have received damage, give the party a treasure chest. Once ten treasure chests have been given out, the unicorn has lost the game.</p><p></p><p>Every time the unicorn "hits" someone the party receives a jinx token. Once the party has ten jinx tokens they have lost the game.</p><p></p><p></p><p>Tactics:</p><p>In order to give as many jinxes with as few treasures as possible, the unicorn will hit and run most of the time, unless it can find a nice narrow area only one or two pc's can fight.</p><p></p><p>The unicorn will use it's fey beguiling to tie up one pc, and command him/her to grab as an opportunity action any pc that runs by.</p><p></p><p>Use fey step to jump to an unreachable ledge, or lurk in a dark cavern or cursed woodland area (whatever might be on the battle-map) to stealth and use it's low-light vision.</p><p></p><p>Conclusion: </p><p>If they win, the party will have received ten treasure chests, and a certain number of jinx tokens. </p><p>The reward for the encounter could be one or more treasure parcels, divided up between the magic chests.</p><p>Each chest opened has a 1 in 6 chance of being trapped with an elemental attack (medium limited damage expression).</p><p>Every time a 2-6 is rolled and at least one jinx token remains, re-roll and delete one jinx token.</p><p></p><p></p><p>Notes: </p><p>The ideal balance for this encounter would be a group around 5 levels below the unicorn (a lvl 9 creature), and with a battle-map with lots of narrow spots, caves and ledges that the unicorn can leap across, hide in and retreat without being surrounded.</p><p>The higher defenses and perfect terrain ought to give the unicorn a shot of winning vs 5 action-point wielding characters.</p><p></p><p>--------------------------------------------------</p><p></p><p>ok, it's in fairly rough shape and could use some play-testing... though i'm probably just going to run it as-is and see what happens.</p><p></p><p>anybody doing/done similar things? boulder rolling puzzles etc?</p><p></p><p>got a better name than non-combat-combat-encounters?</p></blockquote><p></p>
[QUOTE="unan oranis, post: 5084272, member: 65462"] I'm thinking of encounters that deploy a map and use minis, but aren't actually combats. Puzzles and other types of games could happen instead; my example: ---------------------- Unicorn tag non-combat-combat-encounter Atop a hill stands a gray unicorn, whose gaze is so intense that you would mistake it for hostile were it not for the beasts psychic emanation of tranquility - though the stillness is charged with all the power of the calm before the storm. "so you like treasure and danger. You will find I have plenty of both... let us have some sport!" ----------- In this battle all attacks do 0 damage, and there are no critical hits. Grabs may be used in place of basic attacks for opportunity attacks. Every time the unicorn is "hit" and would normally have received damage, give the party a treasure chest. Once ten treasure chests have been given out, the unicorn has lost the game. Every time the unicorn "hits" someone the party receives a jinx token. Once the party has ten jinx tokens they have lost the game. Tactics: In order to give as many jinxes with as few treasures as possible, the unicorn will hit and run most of the time, unless it can find a nice narrow area only one or two pc's can fight. The unicorn will use it's fey beguiling to tie up one pc, and command him/her to grab as an opportunity action any pc that runs by. Use fey step to jump to an unreachable ledge, or lurk in a dark cavern or cursed woodland area (whatever might be on the battle-map) to stealth and use it's low-light vision. Conclusion: If they win, the party will have received ten treasure chests, and a certain number of jinx tokens. The reward for the encounter could be one or more treasure parcels, divided up between the magic chests. Each chest opened has a 1 in 6 chance of being trapped with an elemental attack (medium limited damage expression). Every time a 2-6 is rolled and at least one jinx token remains, re-roll and delete one jinx token. Notes: The ideal balance for this encounter would be a group around 5 levels below the unicorn (a lvl 9 creature), and with a battle-map with lots of narrow spots, caves and ledges that the unicorn can leap across, hide in and retreat without being surrounded. The higher defenses and perfect terrain ought to give the unicorn a shot of winning vs 5 action-point wielding characters. -------------------------------------------------- ok, it's in fairly rough shape and could use some play-testing... though i'm probably just going to run it as-is and see what happens. anybody doing/done similar things? boulder rolling puzzles etc? got a better name than non-combat-combat-encounters? [/QUOTE]
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