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Running several combats in a row
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<blockquote data-quote="jgsugden" data-source="post: 9661227" data-attributes="member: 2629"><p>I do this all the time. It is one of my go to techniques when following the guidelines for encounter design in the 2014 DMG. PCs are intended to be able to handle multiple 'waves' of enemies with <em>no</em> rest - but you do want the encounters to follow the guidance in the DMG. You want them to mix in easy, medium and hard waves in with a deadly. </p><p></p><p>You do <em>not</em> need to give them a clear expectation there are waves of enemies coming. Doing so takes them out of the moment. It makes it seem more like a board game and less like an RPG. They should be discovering what is coming as the story dictates. If they scout and put effort into gaining information, let them be rewarded for that as it makes sense. If they just sit back and let whatever comes come ... don't give them any information they did not earn. Realizing they used their best spells but that there is more to come can be a moment that they'll remember. Don't deny that by giving them a preview.</p><p></p><p>Make sure the waves make sense. It shouldn't be that the enemies arrive in waves for no reason. If it would make sense for them to all gather up and then attack at once, look at the situation and think about a <em>good</em> reason within the story they might arrive in waves. They might be trying to achieve multiple goals and some of them may arrive to the fight with the PCs late because they were off doing their first goal, for example. You want these waves to make sense rather than feel like the next wave in an 80s space themed arcade game. </p><p></p><p>Treat these wave encounters like other encounters. Put secondary objectives for the PCs to achieve in the battle. Are there people that need to be protected? Do some of the enemies (try to) flee with something they took? Does an enemy leader begin casting a ritual that the PCs need to disrupt? Do they get a short window at taking out an important general? Make the waves feel different.</p><p></p><p>Finally - wave combats often take place near each other, or in the same location. Give the location some dynamics. Part of it might collapse during the waves. There might be a fire spreading throughout the waves that causes things to change. Have enemies use spells that impact the battlefield or bring in monsters with big corpses that change the situation. You want the whole series to feel like it is evolving - not just a tower defense game.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9661227, member: 2629"] I do this all the time. It is one of my go to techniques when following the guidelines for encounter design in the 2014 DMG. PCs are intended to be able to handle multiple 'waves' of enemies with [I]no[/I] rest - but you do want the encounters to follow the guidance in the DMG. You want them to mix in easy, medium and hard waves in with a deadly. You do [I]not[/I] need to give them a clear expectation there are waves of enemies coming. Doing so takes them out of the moment. It makes it seem more like a board game and less like an RPG. They should be discovering what is coming as the story dictates. If they scout and put effort into gaining information, let them be rewarded for that as it makes sense. If they just sit back and let whatever comes come ... don't give them any information they did not earn. Realizing they used their best spells but that there is more to come can be a moment that they'll remember. Don't deny that by giving them a preview. Make sure the waves make sense. It shouldn't be that the enemies arrive in waves for no reason. If it would make sense for them to all gather up and then attack at once, look at the situation and think about a [I]good[/I] reason within the story they might arrive in waves. They might be trying to achieve multiple goals and some of them may arrive to the fight with the PCs late because they were off doing their first goal, for example. You want these waves to make sense rather than feel like the next wave in an 80s space themed arcade game. Treat these wave encounters like other encounters. Put secondary objectives for the PCs to achieve in the battle. Are there people that need to be protected? Do some of the enemies (try to) flee with something they took? Does an enemy leader begin casting a ritual that the PCs need to disrupt? Do they get a short window at taking out an important general? Make the waves feel different. Finally - wave combats often take place near each other, or in the same location. Give the location some dynamics. Part of it might collapse during the waves. There might be a fire spreading throughout the waves that causes things to change. Have enemies use spells that impact the battlefield or bring in monsters with big corpses that change the situation. You want the whole series to feel like it is evolving - not just a tower defense game. [/QUOTE]
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