Planning an Epic Battle

Xaltar

First Post
This week I'm planning on having a battle that's bigger then any I have ever done before.

I have invited guest players, several who had characters in the campaign at some point, and several others who will be playing existing NPCs to make them more dynamic.

I'm expecting a turnout between 9 and 13 players with all of the 6 core characters being there. I figure that the event should run like a game that would be at a Con, only will work back into the overall storyline of the game.

I would like to welcome any thoughts or ideas that people may have on the topic.

  • What are your recommendations to make this an awesome gaming experience?
  • Has anyone else tried something like this in the past? If so, how did it work out?
  • Are there any good suggestions for running a combat that is likely to have roughly 12 PC's and about 3 times that in NPCs?
  • Any thoughts on a table layout that could hold that many people comfortably?
  • Are there any special tactics that I should use?

Feel free to comment in whatever way you see fit.

Thanks,
Xaltar
 

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Here is one layout idea that I have that would sit 10 people.

Table_Layout1.gif
 
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well...

if you just instakill several of the players, that'll speed it up... :)

honestly, its just going to take forever. 3E is very combat rules intensive compared with previous editions.

only advice i can give is be prepared.

you have to know what your going to do long before you do it cause any hesitation will impact that much, plan your NPC's strategies and stick with them if possible.

I do a six second rule. once one player finishes i give the next player six seconds to move their figure and explain what their doing. if they take longer than six seconds, they lose their turn.
harse, but keeps the players focused real good. Also the PC's are supposed to only have 6 seconds to think so most players dont mind it too much. i do the same thing to myself (mostly) :)

joe b.
 

Thanks, that does make sense. Plus you have the whole rest of the round to plan your actions.

I agree, my strategies to be well planned, but versitle at the same time so that I can move things along quickly as well.

I have purchased a white board to keep track of initiatives on. As for the bad guys initiatives, should I do individuals or as a group?
 

Bad guy initiatives: do each important one individually, and lackeys in groups (all the fighter bodyguards go together, all the displacer beast hound dogs go together, etc.)
 

I'm working on some possibly layouts with Master Maze as well. I ordered more, I just hope that it's enough, and in time. I've had some of this stuff for a couple years and have never put it to use...

Has anyone used the stuff? Any recommendations?

Master_Maze1.jpg
 
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Cram as much info as you can for each enemy combatant onto an index card. You can get almost every bit of information at your fingertips that way, and if you keep the cards in initiative order (with filler cards for the players) you can use the whiteboard for other stuff besides initiative, such as track spell durations.
 

Xaltar got MORE Master Maze in yesterday...very cool floor pieces! He started putting the dungeon together last night. I'll remind him to post some pics of it tonight. :)
 

Above 8 PC you need a caller, and a combat DM.

Caller - one PC to make all non-combat decision. If someone disagrees they can speak up.

Combat DM. Helps with rules, resolving combat actions, runs some NPCs.

Also - Whenever the PCs cast a spell they need to have a copy in front of them, as part of the 6 seconds rule.
 

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