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Running several combats in a row
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<blockquote data-quote="UngeheuerLich" data-source="post: 9662923" data-attributes="member: 59057"><p>I missed, which level your party is. </p><p></p><p>But I have found out, that for level 3 or 4 characters, such fights do work very well in 5.24 at least. </p><p></p><p>Just don't do 4 hard encounters back to back. Instead opt for one deadly encounter spread over 3 or 4 easy encounters. If you do that, you don't need a multiplier anyways, as you try not to overwhelm your players in a single wave. Except maybe in one of them, to draw out a big area spell.</p><p></p><p>It is also possible to have both encounters overlap. And foreshadow the next encounter. Have the first wave sound a horn. Let the players see the approaching next wave. </p><p></p><p>5e is very forgiving with encounter design, if you do it that way. Just be sure to not exactly tell your players how many rounds are left, but leave it in a vague state. I mean, a round is 6 seconds, that is not a lot of time in reality. And then, let the enemies of the next wave enter the fight when you feel that the encounter needs some spicing up or delay their entry if you feel your party needs a short breather.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 9662923, member: 59057"] I missed, which level your party is. But I have found out, that for level 3 or 4 characters, such fights do work very well in 5.24 at least. Just don't do 4 hard encounters back to back. Instead opt for one deadly encounter spread over 3 or 4 easy encounters. If you do that, you don't need a multiplier anyways, as you try not to overwhelm your players in a single wave. Except maybe in one of them, to draw out a big area spell. It is also possible to have both encounters overlap. And foreshadow the next encounter. Have the first wave sound a horn. Let the players see the approaching next wave. 5e is very forgiving with encounter design, if you do it that way. Just be sure to not exactly tell your players how many rounds are left, but leave it in a vague state. I mean, a round is 6 seconds, that is not a lot of time in reality. And then, let the enemies of the next wave enter the fight when you feel that the encounter needs some spicing up or delay their entry if you feel your party needs a short breather. [/QUOTE]
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