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General Tabletop Discussion
*TTRPGs General
Siege scenario tips?
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<blockquote data-quote="WotC_GregB" data-source="post: 4718991" data-attributes="member: 56417"><p>Have you determined several ways to break up the fight? My concern with creating a siege scenario in which you're throwing wave after wave of minions at the group would be boring the players. To that effect, I suggest you break up the siege with several distinct events, such as the arrival of war wizards, siege engines—maybe some type of burrowing creature emerging in their midst. Allow the PCs to take short rests, just not extended rests, the idea being that if two or three PCs can hold off the besiegers temporarily, then the others can briefly rest. Also, try to find a way to make sure each PC can feel like he or she is participating. With a siege scenario, you risk the non-ranged attackers getting bored, so have the enemy forces launch enemies behind the siege lines or drop them from above. Finally, you might consider having a few skill challenges to break up combat—maybe if the characters are driven back, you set up a challenge where they escape while rigging the ruins behind them to block and slow enemies.</p><p></p><p></p><p></p><p>I like the idea of giving them back daily powers in this scenario. Maybe allow them to regain one daily every milestone they reach (assuming you break up the siege into sub-encounters). I'm not sure if the extra healing surges will really be necessary, plus in a siege scenario, the attackers are really aiming to wear down defenders through attrition, so allowing all the characters to dwindle to 1 or 2 healing surges before a final encounter seems like a convincing way to bring desperation and danger to the encounter.</p></blockquote><p></p>
[QUOTE="WotC_GregB, post: 4718991, member: 56417"] Have you determined several ways to break up the fight? My concern with creating a siege scenario in which you're throwing wave after wave of minions at the group would be boring the players. To that effect, I suggest you break up the siege with several distinct events, such as the arrival of war wizards, siege engines—maybe some type of burrowing creature emerging in their midst. Allow the PCs to take short rests, just not extended rests, the idea being that if two or three PCs can hold off the besiegers temporarily, then the others can briefly rest. Also, try to find a way to make sure each PC can feel like he or she is participating. With a siege scenario, you risk the non-ranged attackers getting bored, so have the enemy forces launch enemies behind the siege lines or drop them from above. Finally, you might consider having a few skill challenges to break up combat—maybe if the characters are driven back, you set up a challenge where they escape while rigging the ruins behind them to block and slow enemies. I like the idea of giving them back daily powers in this scenario. Maybe allow them to regain one daily every milestone they reach (assuming you break up the siege into sub-encounters). I'm not sure if the extra healing surges will really be necessary, plus in a siege scenario, the attackers are really aiming to wear down defenders through attrition, so allowing all the characters to dwindle to 1 or 2 healing surges before a final encounter seems like a convincing way to bring desperation and danger to the encounter. [/QUOTE]
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