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<blockquote data-quote="Joshua Randall" data-source="post: 4493522" data-attributes="member: 7737"><p>I actually really like the idea of adding a time factor to the dungeon crawl such that the PCs have to penetrate to the bad guy's lair before the bad guy escapes.</p><p></p><p>I'm envisioning this with a Western theme ("That no good varmit done holed up in the woods. Get 'im before he escapes across the Rio Grande where we ain't got jurisdiction."), but of course it can also work in a standard D&D world.</p><p></p><p>Another option might be the seige that someone mentioned. PCs have to lay seige to the bad guy's complex, and the bad guy keeps throwing more and more troops at the PCs in an effort to slow them down (or kill them). Eventually the bad guy and any remaining flunkies get desperate and attempt to break out of the complex, and the PCs must stop him.</p><p></p><p>This gives a reason for the PCs not to dawdle, yet also a reason for them to stick with it rather than retreating to rest up.</p><p></p><p>The DM would have to carefully take into account the resources available to the party -- in 4e terms, primarily healing surges and daily powers. Maybe the PCs learn of a storeroom inside the bad guy's complex that has a stock of healing potions, so it becomes a priority for them to seize control of that location (both for their own uses and to prevent the bad guys from using the potions). Or maybe there is a special magical shrine in the complex that allows you to recharge your daily powers, so the PCs have to find out where it is, and judge whether it's worth fighting their way to that location, or whether they should just make do without their dailies.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 4493522, member: 7737"] I actually really like the idea of adding a time factor to the dungeon crawl such that the PCs have to penetrate to the bad guy's lair before the bad guy escapes. I'm envisioning this with a Western theme ("That no good varmit done holed up in the woods. Get 'im before he escapes across the Rio Grande where we ain't got jurisdiction."), but of course it can also work in a standard D&D world. Another option might be the seige that someone mentioned. PCs have to lay seige to the bad guy's complex, and the bad guy keeps throwing more and more troops at the PCs in an effort to slow them down (or kill them). Eventually the bad guy and any remaining flunkies get desperate and attempt to break out of the complex, and the PCs must stop him. This gives a reason for the PCs not to dawdle, yet also a reason for them to stick with it rather than retreating to rest up. The DM would have to carefully take into account the resources available to the party -- in 4e terms, primarily healing surges and daily powers. Maybe the PCs learn of a storeroom inside the bad guy's complex that has a stock of healing potions, so it becomes a priority for them to seize control of that location (both for their own uses and to prevent the bad guys from using the potions). Or maybe there is a special magical shrine in the complex that allows you to recharge your daily powers, so the PCs have to find out where it is, and judge whether it's worth fighting their way to that location, or whether they should just make do without their dailies. [/QUOTE]
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