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General Tabletop Discussion
*Pathfinder & Starfinder
Playtest/critique a "defend the base" skill challenge
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<blockquote data-quote="RangerWickett" data-source="post: 5546407" data-attributes="member: 63"><p>I like the idea of adding more complications. Thank you.</p><p></p><p>The different areas are just to keep track of where the enemies are. A PC probably <em>doesn't</em> want to be anywhere except inside the lighthouse, but sometimes going out is worthwhile. You have to go outside to set up some barricades or place a trap, and you might decide to go out and face the enemies alone, stalling them for a round. </p><p></p><p> </p><p>The idea of attacking was that one 'round' of attacking is equivalent to several rounds worth of normal combat, in which you take some damage. But if you use an encounter power you kill your enemies faster, and if you use a daily power you kill them fast enough that you don't take damage in response.</p><p></p><p>I considered making it more complicated -- are you using ranged, area, close, melee? How many enemies are present? Defenders soak damage from allies, etc. etc. I'm not sure how best to balance the complexity.</p><p></p><p> </p><p></p><p>The sea wall is part of the fortress's defenses. It's 40 ft. high, 10 ft. wide at the top, and wider at the bottom. So no, the party definitely can't destroy it. (And that's established in the earlier combat.)</p><p> </p><p></p><p>You can sabotage the gate system, but the mechanism is so large that anything the PCs do will not be substantial enough that the damage can't be overcome. The party's 1st level, and this is akin to telling four modern people to jam a modern drawbridge. You can mess up the gears by jamming something in there (but the something can be removed), or break the controls (but they can be repaired or jury-rigged). Concerted efforts can get the thing back online within a couple minutes.</p><p></p><p> </p><p>I'll see how easy it is to get across the mechanics by just saying X 'enemies.' One 'enemy' might really be several minions, but mechanically each enemy does one thing.</p><p></p><p> </p><p>The main thing I want to work on is figuring out a good way for PCs to kill enemies, to make it feel risky but be very simple and fast.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5546407, member: 63"] I like the idea of adding more complications. Thank you. The different areas are just to keep track of where the enemies are. A PC probably [i]doesn't[/i] want to be anywhere except inside the lighthouse, but sometimes going out is worthwhile. You have to go outside to set up some barricades or place a trap, and you might decide to go out and face the enemies alone, stalling them for a round. The idea of attacking was that one 'round' of attacking is equivalent to several rounds worth of normal combat, in which you take some damage. But if you use an encounter power you kill your enemies faster, and if you use a daily power you kill them fast enough that you don't take damage in response. I considered making it more complicated -- are you using ranged, area, close, melee? How many enemies are present? Defenders soak damage from allies, etc. etc. I'm not sure how best to balance the complexity. The sea wall is part of the fortress's defenses. It's 40 ft. high, 10 ft. wide at the top, and wider at the bottom. So no, the party definitely can't destroy it. (And that's established in the earlier combat.) You can sabotage the gate system, but the mechanism is so large that anything the PCs do will not be substantial enough that the damage can't be overcome. The party's 1st level, and this is akin to telling four modern people to jam a modern drawbridge. You can mess up the gears by jamming something in there (but the something can be removed), or break the controls (but they can be repaired or jury-rigged). Concerted efforts can get the thing back online within a couple minutes. I'll see how easy it is to get across the mechanics by just saying X 'enemies.' One 'enemy' might really be several minions, but mechanically each enemy does one thing. The main thing I want to work on is figuring out a good way for PCs to kill enemies, to make it feel risky but be very simple and fast. [/QUOTE]
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Playtest/critique a "defend the base" skill challenge
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