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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Playtest/critique a "defend the base" skill challenge
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<blockquote data-quote="Quickleaf" data-source="post: 5546298" data-attributes="member: 20323"><p>I really like it! You've turned waves of minions into something less grindy and IMO more awesome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I grokked the scene right away, but I would make it resoundingly clear that there are too many enemies to face in a fair fight. The way you tie in their stealth checks from a previous scene is cool! To heighten the tension I would stack the waves earlier than you have them so that you don't have a really good stealth check moving tha last wave past round 10 and effectively removing it from the scene.</p><p></p><p>Also I think you could include a short list of developments besides the waves of minions... What if some enemies take a boat to reach the light house? What if a large swell breaks against the sea wall? What if an enemy captain threatens a captured ally unless PCs surrender? Basically expend the complications section a bit.</p><p></p><p>I have no doubt this would make for a fun encounter, which is reason enough to include it. What impact succeeding/failing has in the next part of the adventure is another thing to consider. I'm sure you have <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>At first blush I like the different areas, but I'm not clear what differentiates them or why a PC would prefer to be in one area rather than another. And what constitutes "far away"?</p><p></p><p>The whole use an encounter/daily power to mitigate auto-damage is just bizarre, and not only is it a sub-system but it's not clear what this means narratively. Others may disagree but I say scrap that idea. Instead area effect or multi-target powers could wipe out more minions, right? So it's not about encounter or daily, but what type of attack - controllers will have a field day! Single target powers would be less effective, unless they did damage to enemies adhacent to target. Powers lasting till the end of the encounter, like Freezing Cloud (wizard daily 1), could be used to devastating effect.</p><p></p><p>Oh, and if I ran this for my players I'm certain two questions would come up:</p><p></p><p>(1) can't we just blast the sea wall to pieces and prevent bad guys from reaching the sea gate?</p><p></p><p>(2) can't we sabotage the mechanical system that opens the gate so it stays open no matter what?</p><p></p><p>As a matter of taste, I found the Force Rating (FR) artificial and grating; maybe its just me but I'd prefer it was simply expressed as number of minions, eg. "The trap kills 4 minions."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5546298, member: 20323"] I really like it! You've turned waves of minions into something less grindy and IMO more awesome. :) I grokked the scene right away, but I would make it resoundingly clear that there are too many enemies to face in a fair fight. The way you tie in their stealth checks from a previous scene is cool! To heighten the tension I would stack the waves earlier than you have them so that you don't have a really good stealth check moving tha last wave past round 10 and effectively removing it from the scene. Also I think you could include a short list of developments besides the waves of minions... What if some enemies take a boat to reach the light house? What if a large swell breaks against the sea wall? What if an enemy captain threatens a captured ally unless PCs surrender? Basically expend the complications section a bit. I have no doubt this would make for a fun encounter, which is reason enough to include it. What impact succeeding/failing has in the next part of the adventure is another thing to consider. I'm sure you have ;) At first blush I like the different areas, but I'm not clear what differentiates them or why a PC would prefer to be in one area rather than another. And what constitutes "far away"? The whole use an encounter/daily power to mitigate auto-damage is just bizarre, and not only is it a sub-system but it's not clear what this means narratively. Others may disagree but I say scrap that idea. Instead area effect or multi-target powers could wipe out more minions, right? So it's not about encounter or daily, but what type of attack - controllers will have a field day! Single target powers would be less effective, unless they did damage to enemies adhacent to target. Powers lasting till the end of the encounter, like Freezing Cloud (wizard daily 1), could be used to devastating effect. Oh, and if I ran this for my players I'm certain two questions would come up: (1) can't we just blast the sea wall to pieces and prevent bad guys from reaching the sea gate? (2) can't we sabotage the mechanical system that opens the gate so it stays open no matter what? As a matter of taste, I found the Force Rating (FR) artificial and grating; maybe its just me but I'd prefer it was simply expressed as number of minions, eg. "The trap kills 4 minions." [/QUOTE]
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Playtest/critique a "defend the base" skill challenge
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