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*Dungeons & Dragons
Reverse Time Combat
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9790234" data-attributes="member: 15882"><p>I'd start everyone without any spell slots.  Any slots that don't get "unused" were obviously already used up before they triggered the alarm.</p><p></p><ul> <li data-xf-list-type="ul">They get to cast a spell and add the slot back.  They can only cast expended slots.</li> <li data-xf-list-type="ul">They can still do their movements but narrate it as going backwards.</li> <li data-xf-list-type="ul">For melee, they can't move before they attack because they already have to be beside their foe on the turn they attack.  They have to attack first then move (which is the reverse of what would normally happen - you close in then attack)</li> </ul><p></p><p>Attacking people gives them back HP and communicates exactly how tough the opponents are.  A few of those enemies should already be down on the ground.</p><p></p><p>The<strong> goal </strong>should be finding out how they died and then replay the whole combat in forward, letting them "get the jump" on the enemy because they already know how they got caught and who they're fighting - maybe they lock doorways so reinforcements can come in, focus on the toughest guy etc..</p><p></p><p>Give them hints of how they can avoid overwhelming force.  Maybe there's a spike trap that one of the enemies triggers and killed a bunch of people - they learn about it in reverse time and then can use it on the enemy in forward time.</p><p></p><p>That kind of thing.  I feel like there should be lots of stuff in the room that, on first glance, seems mundane but, as things unfold, they learn stuff about what's there and how it can help them win.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9790234, member: 15882"] I'd start everyone without any spell slots. Any slots that don't get "unused" were obviously already used up before they triggered the alarm. [LIST] [*]They get to cast a spell and add the slot back. They can only cast expended slots. [*]They can still do their movements but narrate it as going backwards. [*]For melee, they can't move before they attack because they already have to be beside their foe on the turn they attack. They have to attack first then move (which is the reverse of what would normally happen - you close in then attack) [/LIST] Attacking people gives them back HP and communicates exactly how tough the opponents are. A few of those enemies should already be down on the ground. The[B] goal [/B]should be finding out how they died and then replay the whole combat in forward, letting them "get the jump" on the enemy because they already know how they got caught and who they're fighting - maybe they lock doorways so reinforcements can come in, focus on the toughest guy etc.. Give them hints of how they can avoid overwhelming force. Maybe there's a spike trap that one of the enemies triggers and killed a bunch of people - they learn about it in reverse time and then can use it on the enemy in forward time. That kind of thing. I feel like there should be lots of stuff in the room that, on first glance, seems mundane but, as things unfold, they learn stuff about what's there and how it can help them win. [/QUOTE]
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