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Speeding up combat with Skirmishes & Set-Pieces
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<blockquote data-quote="Randomthoughts" data-source="post: 5807548" data-attributes="member: 6681248"><p>Sure but be careful what you ask for (kinda long). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="font-family: 'Arial'"><span style="color: darkorange">The Story:</span></span></strong><span style="font-family: 'Arial'"> To set the scene, the PCs infiltrated a slaver base to uncover the location of the larger slaver operation. A massive battle wagon emerges from a sandstorm at the same time an “old friend” reveals himself a traitor, unwinding the PC’s charade. This Combat Challenge starts at the moment they confronted and eventually killed their “old friend”.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">The purpose of this Combat Challenge, story-wise, was to move the story forward – which involved a lot of combat – within a short(er) period of time, get our creative juices flowing and warmed up for the boss fight and frankly, give PCs the opportunity to feel like bad asses. They’ve been harried by (and successfully overcame) a range of slavers and their ilk, and rose to level 5. So, this was their chance to finally “bring some” to the slavers and attempt to end their operation once and for all.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">As a fitting end to this story arc, I wanted a pitched day-long battle, as the PCs fight hordes of slavers, attempt to free legions of captured slaves as potential allies and assault the battle wagon (climaxing in a set-piece boss fight on its upper platform). Think of the “battle scene” montages that you see in the movies. That’s what this scene was for.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Initially, I had planned on dedicating one whole session to this but it ended up only being ½ (the other half involving the PCs actually getting to the slaver camp). Hence, I developed my first Combat Challenge to cram all this stuff in. Hope you like it!</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="font-family: 'Arial'"><span style="color: darkorange">The Mechanics:</span> </span></strong><span style="font-family: 'Arial'">The main purpose of the Combat Challenge, from a mechanical perspective, was to drain healing surges and (less likely) daily powers in preparation for the boss fight. At this point, PCs would almost always win any pitched battle against a dozen slavers (which I kept at the same level except for special units); so it was just a matter of how long it would take and what resources they would consume. Since encounter powers recharge each fight, I assumed that PCs would use all of them with impunity. Consequently, it was the use of daily powers that really mattered here.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">I use Skill Challenges a lot in my adventures, and favor the Rules Compendium version (pp. 157-163) combined with the DM Guide 2 (pp. 78-89). Both sources provide fantastic guidance and inspiration on SC! I’ve also run “combats” simply as skill challenges (as described in Dungeon Magazine issues 166-167). But I had found those sometimes unsatisfying because, well, you don’t even use your combat abilities! So Combat Challenges were meant to fill in that “gap.”</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">You’ll see that Combat Challenges look a lot like Skill Challenges. The main differences are the mini-combats called “Combat Encounters”. I wrapped a story around each Combat Encounter. I adlibbed at the time; in future ones, I’ll probably randomly roll a scene type (e.g. a slaver counter-offensive).</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Combat Encounters were meant to be resolved in 1-3 die rolls. I did not track hit points; opponents were considered minions although a battle with a few lieutenants would last longer. Conditions weren’t formally tracked either; we “applied” them in our narrative (e.g., your Thunderwave ripped through the burlap tents, hurling slavers willy nilly). I rewarded creative power use (e.g., your Thunderwave smashed through the bone fence circling the slave pen creating a wide breach for slaves to escape).</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Skills or Powers were used to make rolls. Rolls were only made when I requested them, usually after a bout of back-and-forth narrative by GM/PCs. DCs were the same as the AC of the monsters, but tended to hover near easy or moderate DCs. Monsters were chosen/designed to be straightforward and not complicated. So I wouldn’t choose monsters that had tricky powers or conditions.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">A failed die roll by the PC usually resulted in a loss of a healing surge (but no more than one per Combat Encounter). Use of a daily power (and a few players actually did that) resulted in automatic success (sometimes two for cool descriptions), a +2 or +5 bonus for the next roll, potentially an Advantage and a dramatically positive change in the battle story (e.g., they managed to quell a focused counter attack). </span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Unlike full 4e combat where I encourage all PCs to stay on the same “map”, many of the PCs split up to handle battle “hot spots”. I just went around to the table and handled each in turn. BTW, I goaded players to use dailies by describing these hot spots, which became the stories wrapped around each Combat Encounter.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Finally, you’ll notice the “levels of success” chart at the end. At the end of the battle (the Combat Challenge), I tally up the number of failures and consult the chart. Note that 0 – 2 failures requires that all 12 successes were made (otherwise, it would be 3 failures). Sometimes, I’ve adjusted the level of success based on the number of successes achieved before reaching 3 failures. In this case, I didn’t.</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Below is a copy of the Combat Challenge. Afterward, I have a few closing thoughts.</span></span></span></p><p> </p><p><strong><span style="color: #5b2639"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: darkorange">The Combat Challenge</span></span></span></span></strong></p><p> </p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="font-family: 'Arial'"><span style="color: lime">Level:</span> 5</span></strong><span style="font-family: 'Arial'"> (easy 10, moderate 15, hard 22)</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="color: #202123"><span style="font-family: 'Arial'"><span style="color: lime">Complexity:</span> </span></span></strong><strong><span style="font-family: 'Arial'">5 </span></strong><span style="font-family: 'Arial'">(12 successes before 3 failures) </span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="color: #202123"><span style="font-family: 'Arial'"><span style="color: lime">DC:</span> </span></span></strong><span style="font-family: 'Arial'">8 moderate, 4 hard</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="color: #202123"><span style="font-family: 'Arial'"><span style="color: white"><span style="color: lime">Advantages:</span> </span></span></span></strong><span style="color: #202123"><span style="font-family: 'Arial'"><span style="color: white">6</span> </span></span></span></span></span></p><p> </p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: lime"><strong>Primary Skills: Intimidation, Diplomacy, Perception, Nature, Stealth, Combat Encounter</strong></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Intimidation/Diplomacy </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard; 1 success, 6 maximum). You command the troops.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r<span style="font-family: 'Wingdings'">r</span></span></span></span><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Intimidation/Diplomacy </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 22; standard; 1 success, no maximum). During a downturn of the battle, leadership is needed.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Perception </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard; 1 success, 6 maximum). You notice weaknesses and opportunities in the enemy’s line.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <em>Individual Perception </em>(DC 22; standard; 1 success). Enemy ambushes/counterattacks.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Nature </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard; 1 success, 3 maximum). You notice advantageous use of terrain.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Stealth </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard; 1 success, 3 maximum). You notice opportunities to ambush the enemy.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <em>Individual Stealth </em>(DC 22; standard; 1 success). Enemy is on the alert. You meet up with increased resistance.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <em>Individual </em>Combat Encounter (DC 15/13 (slaver/crossbow slaver), 1 success, 1 per PC maximum). Determine Combat Encounter story. Daily power use: 2 successes, +2/+5 next roll, may provide Advantage (see below).</span></span></span></span></span></p><p> <span style="font-family: 'Arial'"><span style="color: #202123"></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><span style="color: lime"><strong><span style="font-family: 'Arial'">Secondary Skills: History, </span></strong><strong><span style="font-family: 'Arial'">Athletics, Acrobatics, Insight, Thievery</span></strong></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual History </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard action; 0 success, no limit). Your knowledge of warfare serves you well. Add +2 to next roll.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Athletics/Acrobatics </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15, standard action, 0 success, no limit): You race through the battlefield, add +2 to next intimidation, perception or stealth rolls.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Insight </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15, standard action, max 1 success): You inspire courage in a weakening line.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'">Individual Thievery </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 15, standard action, max 1 success): You open a locked door (applicable only to the assault). +5 to next roll in the assault.</span></span></span></span></span></p><p> <span style="font-family: 'Arial'"><span style="color: #202123"></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="font-family: 'Arial'"><strong><span style="font-family: 'Arial'"><span style="color: lime">Advantages (Max 6):</span></span></strong></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <strong><em>CALVARY</em></strong><strong><em> ARRIVES: </em></strong><em>This round, all DC are now Easy (DC 10).</em></span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <strong><em>SLAVES REVOLT</em></strong><em>:</em><em> First round, successes moderate DC count as 2 successes.</em></span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r<span style="font-family: 'Wingdings'">r<span style="font-family: 'Wingdings'">r</span></span></span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <strong><em>COOL RESULTS OF COMBAT ENCOUNTERS:</em></strong> One roll moderate DC counts as 2 successes or reduce a failure.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="font-family: 'Arial'"><em><span style="color: white"><span style="font-family: 'Arial'"> Individual Intimidation/Diplomacy </span></span></em><span style="color: white"><span style="font-family: 'Arial'">(DC 22; standard; 1 success, 1 maximum). 2 successes at critical time or reduce a failure.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <em>Individual Perception/Nature/Stealth </em>(DC 22; standard; 1 success, 1 maximum). 2 successes at critical time.</span></span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">r</span></span></span><span style="color: white"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> <em>Individual Heal </em><span style="color: white"><span style="font-family: 'Arial'">(DC 15; standard; 1 success, 2 maximum). You treat battle wounds of your allies. Reduce a failure.</span></span></span></span></span></span></span></p><p> <span style="font-family: 'Arial'"><span style="color: #202123"></span></span></p><p><span style="font-family: 'Arial'"><span style="color: #202123"></span></span><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">There were four outcomes as a result of the Battle. PCs had the option to choose a worse outcome (and in fact, they did - b/c they found being enslaved more interesting as a story).</span></span></span></p><p> </p><p><strong><span style="color: lime">Result: Level of Success</span></strong> </p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong>No failures:</strong> </span></span></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white">PC win a decisive victory with ¼ ally casualties. <strong>VICTORIOUS.</strong> Jorasco unhurt. All slavers dead/captured. <em>The Ravenous</em> completely unscathed.</span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong>1 failure:</strong> </span></span></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white">PC win a solid victory. Major casualties on both sides. The Ravenous is damaged. Slavers scatter but ¾ dead. Jorasco hurt. <strong>VICTORIOUS. </strong><em>The Ravenous</em> damaged but functional.</span></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong>2 failures:</strong> </span></span></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white">PCs win a pyrrhic victory. Most allies dead or enslaved. ½ slavers alive. Jorasco is dead. PCs <strong>ESCAPE</strong>, <em>The Ravenous </em>is in ruins.</span></span></span></span></p><p><span style="color: red"><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white"><strong>3 failures:</strong> </span></span></span></span></span><span style="color: red"><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: white">PCs are ENSLAVED. All slaves and friendly troops dead or enslaved. Slavers continue as a dominant power in the area. Kalak's plans are unimpeded. Jorasco dead. </span></span></span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white"><strong><span style="font-family: 'Arial'"><span style="color: darkorange">Closing Thoughts:</span> </span></strong><span style="font-family: 'Arial'">In relation to Truename’s “Skirmishes & Set-Pieces”, Combat Challenges are a step closer to narrative combat. GM fiat and player narrative play enormous roles; rules do not. Personally, I like using a variety of modes to change the pacing of the adventure, by allowing to zoom in or out of the level of combat detail and complexity. Those modes I’ve used (except #4) are:</span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">(from least structured/more free form to more structured/less free form)</span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Free form, narrative combat (e.g., “the two guards at the entrance are no match for your party. How do you handle them?”)</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Skill Challenges</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Combat Challenges</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Gridless 4e combat (this is where I place Skirmishes & Set-Pieces and a few other gridless 4e combat modes I’ve seen).</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><span style="color: white">Full-blown tactical 4e combat</span></span></span></li> </ul></blockquote><p></p>
[QUOTE="Randomthoughts, post: 5807548, member: 6681248"] Sure but be careful what you ask for (kinda long). ;) [FONT=Arial][COLOR=white][B][FONT=Arial][COLOR=darkorange]The Story:[/COLOR][/FONT][/B][FONT=Arial] To set the scene, the PCs infiltrated a slaver base to uncover the location of the larger slaver operation. A massive battle wagon emerges from a sandstorm at the same time an “old friend” reveals himself a traitor, unwinding the PC’s charade. This Combat Challenge starts at the moment they confronted and eventually killed their “old friend”.[/FONT][/COLOR][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]The purpose of this Combat Challenge, story-wise, was to move the story forward – which involved a lot of combat – within a short(er) period of time, get our creative juices flowing and warmed up for the boss fight and frankly, give PCs the opportunity to feel like bad asses. They’ve been harried by (and successfully overcame) a range of slavers and their ilk, and rose to level 5. So, this was their chance to finally “bring some” to the slavers and attempt to end their operation once and for all.[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]As a fitting end to this story arc, I wanted a pitched day-long battle, as the PCs fight hordes of slavers, attempt to free legions of captured slaves as potential allies and assault the battle wagon (climaxing in a set-piece boss fight on its upper platform). Think of the “battle scene” montages that you see in the movies. That’s what this scene was for.[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Initially, I had planned on dedicating one whole session to this but it ended up only being ½ (the other half involving the PCs actually getting to the slaver camp). Hence, I developed my first Combat Challenge to cram all this stuff in. Hope you like it![/COLOR][/FONT][/FONT] [FONT=Arial][COLOR=white][B][FONT=Arial][COLOR=darkorange]The Mechanics:[/COLOR] [/FONT][/B][FONT=Arial]The main purpose of the Combat Challenge, from a mechanical perspective, was to drain healing surges and (less likely) daily powers in preparation for the boss fight. At this point, PCs would almost always win any pitched battle against a dozen slavers (which I kept at the same level except for special units); so it was just a matter of how long it would take and what resources they would consume. Since encounter powers recharge each fight, I assumed that PCs would use all of them with impunity. Consequently, it was the use of daily powers that really mattered here.[/FONT][/COLOR][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]I use Skill Challenges a lot in my adventures, and favor the Rules Compendium version (pp. 157-163) combined with the DM Guide 2 (pp. 78-89). Both sources provide fantastic guidance and inspiration on SC! I’ve also run “combats” simply as skill challenges (as described in Dungeon Magazine issues 166-167). But I had found those sometimes unsatisfying because, well, you don’t even use your combat abilities! So Combat Challenges were meant to fill in that “gap.”[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]You’ll see that Combat Challenges look a lot like Skill Challenges. The main differences are the mini-combats called “Combat Encounters”. I wrapped a story around each Combat Encounter. I adlibbed at the time; in future ones, I’ll probably randomly roll a scene type (e.g. a slaver counter-offensive).[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Combat Encounters were meant to be resolved in 1-3 die rolls. I did not track hit points; opponents were considered minions although a battle with a few lieutenants would last longer. Conditions weren’t formally tracked either; we “applied” them in our narrative (e.g., your Thunderwave ripped through the burlap tents, hurling slavers willy nilly). I rewarded creative power use (e.g., your Thunderwave smashed through the bone fence circling the slave pen creating a wide breach for slaves to escape).[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Skills or Powers were used to make rolls. Rolls were only made when I requested them, usually after a bout of back-and-forth narrative by GM/PCs. DCs were the same as the AC of the monsters, but tended to hover near easy or moderate DCs. Monsters were chosen/designed to be straightforward and not complicated. So I wouldn’t choose monsters that had tricky powers or conditions.[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]A failed die roll by the PC usually resulted in a loss of a healing surge (but no more than one per Combat Encounter). Use of a daily power (and a few players actually did that) resulted in automatic success (sometimes two for cool descriptions), a +2 or +5 bonus for the next roll, potentially an Advantage and a dramatically positive change in the battle story (e.g., they managed to quell a focused counter attack). [/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Unlike full 4e combat where I encourage all PCs to stay on the same “map”, many of the PCs split up to handle battle “hot spots”. I just went around to the table and handled each in turn. BTW, I goaded players to use dailies by describing these hot spots, which became the stories wrapped around each Combat Encounter.[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Finally, you’ll notice the “levels of success” chart at the end. At the end of the battle (the Combat Challenge), I tally up the number of failures and consult the chart. Note that 0 – 2 failures requires that all 12 successes were made (otherwise, it would be 3 failures). Sometimes, I’ve adjusted the level of success based on the number of successes achieved before reaching 3 failures. In this case, I didn’t.[/COLOR][/FONT][/FONT] [FONT=Arial][FONT=Arial][COLOR=white]Below is a copy of the Combat Challenge. Afterward, I have a few closing thoughts.[/COLOR][/FONT][/FONT] [B][COLOR=#5b2639][FONT=Arial][FONT=Arial][COLOR=darkorange]The Combat Challenge[/COLOR][/FONT][/FONT][/COLOR][/B] [SIZE=2][FONT=Arial][COLOR=white][B][FONT=Arial][COLOR=lime]Level:[/COLOR] 5[/FONT][/B][FONT=Arial] (easy 10, moderate 15, hard 22)[/FONT][/COLOR][/FONT][/SIZE] [SIZE=2][FONT=Arial][COLOR=white][B][COLOR=#202123][FONT=Arial][COLOR=lime]Complexity:[/COLOR] [/FONT][/COLOR][/B][B][FONT=Arial]5 [/FONT][/B][FONT=Arial](12 successes before 3 failures) [/FONT][/COLOR][/FONT][/SIZE] [SIZE=2][FONT=Arial][COLOR=white][B][COLOR=#202123][FONT=Arial][COLOR=lime]DC:[/COLOR] [/FONT][/COLOR][/B][FONT=Arial]8 moderate, 4 hard[/FONT][/COLOR][/FONT][/SIZE] [SIZE=2][FONT=Arial][COLOR=white][B][COLOR=#202123][FONT=Arial][COLOR=white][COLOR=lime]Advantages:[/COLOR] [/COLOR][/FONT][/COLOR][/B][COLOR=#202123][FONT=Arial][COLOR=white]6[/COLOR] [/FONT][/COLOR][/COLOR][/FONT][/SIZE] [FONT=Arial][FONT=Arial][COLOR=lime][B]Primary Skills: Intimidation, Diplomacy, Perception, Nature, Stealth, Combat Encounter[/B][/COLOR][/FONT][/FONT] [FONT=Arial][COLOR=#202123][FONT=Arial][I][COLOR=white][FONT=Arial]Individual Intimidation/Diplomacy [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15; standard; 1 success, 6 maximum). You command the troops.[/FONT][/COLOR][/FONT] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[FONT=Wingdings]r[/FONT][/FONT][/FONT][/COLOR][FONT=Arial][I][COLOR=white][FONT=Arial]Individual Intimidation/Diplomacy [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 22; standard; 1 success, no maximum). During a downturn of the battle, leadership is needed.[/FONT][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Perception [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15; standard; 1 success, 6 maximum). You notice weaknesses and opportunities in the enemy’s line.[/FONT][/COLOR][/FONT] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [I]Individual Perception [/I](DC 22; standard; 1 success). Enemy ambushes/counterattacks.[/FONT][/FONT][/COLOR] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Nature [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15; standard; 1 success, 3 maximum). You notice advantageous use of terrain.[/FONT][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Stealth [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15; standard; 1 success, 3 maximum). You notice opportunities to ambush the enemy.[/FONT][/COLOR][/FONT] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [I]Individual Stealth [/I](DC 22; standard; 1 success). Enemy is on the alert. You meet up with increased resistance.[/FONT][/FONT][/COLOR] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [I]Individual [/I]Combat Encounter (DC 15/13 (slaver/crossbow slaver), 1 success, 1 per PC maximum). Determine Combat Encounter story. Daily power use: 2 successes, +2/+5 next roll, may provide Advantage (see below).[/FONT][/FONT][/COLOR] [FONT=Arial][COLOR=lime][B][FONT=Arial]Secondary Skills: History, [/FONT][/B][B][FONT=Arial]Athletics, Acrobatics, Insight, Thievery[/FONT][/B][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual History [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15; standard action; 0 success, no limit). Your knowledge of warfare serves you well. Add +2 to next roll.[/FONT][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Athletics/Acrobatics [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15, standard action, 0 success, no limit): You race through the battlefield, add +2 to next intimidation, perception or stealth rolls.[/FONT][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Insight [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15, standard action, max 1 success): You inspire courage in a weakening line.[/FONT][/COLOR][/FONT] [FONT=Arial][I][COLOR=white][FONT=Arial]Individual Thievery [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 15, standard action, max 1 success): You open a locked door (applicable only to the assault). +5 to next roll in the assault.[/FONT][/COLOR][/FONT] [FONT=Arial][B][FONT=Arial][COLOR=lime]Advantages (Max 6):[/COLOR][/FONT][/B][/FONT] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [B][I]CALVARY[/I][/B][B][I] ARRIVES: [/I][/B][I]This round, all DC are now Easy (DC 10).[/I][/FONT][/FONT][/COLOR] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [B][I]SLAVES REVOLT[/I][/B][I]:[/I][I] First round, successes moderate DC count as 2 successes.[/I][/FONT][/FONT][/COLOR] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[FONT=Wingdings]r[FONT=Wingdings]r[/FONT][/FONT][/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [B][I]COOL RESULTS OF COMBAT ENCOUNTERS:[/I][/B] One roll moderate DC counts as 2 successes or reduce a failure.[/FONT][/FONT][/COLOR] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][FONT=Arial][I][COLOR=white][FONT=Arial] Individual Intimidation/Diplomacy [/FONT][/COLOR][/I][COLOR=white][FONT=Arial](DC 22; standard; 1 success, 1 maximum). 2 successes at critical time or reduce a failure.[/FONT][/COLOR][/FONT] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [I]Individual Perception/Nature/Stealth [/I](DC 22; standard; 1 success, 1 maximum). 2 successes at critical time.[/FONT][/FONT][/COLOR] [COLOR=white][FONT=Wingdings][FONT=Wingdings]r[/FONT][/FONT][/COLOR][COLOR=white][FONT=Arial][FONT=Arial] [I]Individual Heal [/I][COLOR=white][FONT=Arial](DC 15; standard; 1 success, 2 maximum). You treat battle wounds of your allies. Reduce a failure.[/FONT][/COLOR][/FONT][/FONT][/COLOR] [/COLOR][/FONT][FONT=Arial][FONT=Arial][COLOR=white]There were four outcomes as a result of the Battle. PCs had the option to choose a worse outcome (and in fact, they did - b/c they found being enslaved more interesting as a story).[/COLOR][/FONT][/FONT] [B][COLOR=lime]Result: Level of Success[/COLOR][/B] [FONT=Arial][SIZE=2][FONT=Arial][COLOR=white][B]No failures:[/B] [/COLOR][/FONT][/SIZE][/FONT][FONT=Arial][SIZE=2][FONT=Arial][COLOR=white]PC win a decisive victory with ¼ ally casualties. [B]VICTORIOUS.[/B] Jorasco unhurt. All slavers dead/captured. [I]The Ravenous[/I] completely unscathed.[/COLOR][/FONT][/SIZE][/FONT] [FONT=Arial][SIZE=2][FONT=Arial][COLOR=white][B]1 failure:[/B] [/COLOR][/FONT][/SIZE][/FONT][FONT=Arial][SIZE=2][FONT=Arial][COLOR=white]PC win a solid victory. Major casualties on both sides. The Ravenous is damaged. Slavers scatter but ¾ dead. Jorasco hurt. [B]VICTORIOUS. [/B][I]The Ravenous[/I] damaged but functional.[/COLOR][/FONT][/SIZE][/FONT] [FONT=Arial][SIZE=2][FONT=Arial][COLOR=white][B]2 failures:[/B] [/COLOR][/FONT][/SIZE][/FONT][FONT=Arial][SIZE=2][FONT=Arial][COLOR=white]PCs win a pyrrhic victory. Most allies dead or enslaved. ½ slavers alive. Jorasco is dead. PCs [B]ESCAPE[/B], [I]The Ravenous [/I]is in ruins.[/COLOR][/FONT][/SIZE][/FONT] [COLOR=red][FONT=Arial][SIZE=2][FONT=Arial][COLOR=white][B]3 failures:[/B] [/COLOR][/FONT][/SIZE][/FONT][/COLOR][COLOR=red][FONT=Arial][SIZE=2][FONT=Arial][COLOR=white]PCs are ENSLAVED. All slaves and friendly troops dead or enslaved. Slavers continue as a dominant power in the area. Kalak's plans are unimpeded. Jorasco dead. [/COLOR][/FONT][/SIZE][/FONT][/COLOR] [FONT=Arial][COLOR=white][B][FONT=Arial][COLOR=darkorange]Closing Thoughts:[/COLOR] [/FONT][/B][FONT=Arial]In relation to Truename’s “Skirmishes & Set-Pieces”, Combat Challenges are a step closer to narrative combat. GM fiat and player narrative play enormous roles; rules do not. Personally, I like using a variety of modes to change the pacing of the adventure, by allowing to zoom in or out of the level of combat detail and complexity. Those modes I’ve used (except #4) are:[/FONT][/COLOR][/FONT] [FONT=Arial][FONT=Arial][COLOR=white](from least structured/more free form to more structured/less free form)[/COLOR][/FONT][/FONT] [LIST] [*][FONT=Arial][FONT=Arial][COLOR=white]Free form, narrative combat (e.g., “the two guards at the entrance are no match for your party. How do you handle them?”)[/COLOR][/FONT][/FONT] [*][FONT=Arial][FONT=Arial][COLOR=white]Skill Challenges[/COLOR][/FONT][/FONT] [*][FONT=Arial][FONT=Arial][COLOR=white]Combat Challenges[/COLOR][/FONT][/FONT] [*][FONT=Arial][FONT=Arial][COLOR=white]Gridless 4e combat (this is where I place Skirmishes & Set-Pieces and a few other gridless 4e combat modes I’ve seen).[/COLOR][/FONT][/FONT] [*][FONT=Arial][FONT=Arial][COLOR=white]Full-blown tactical 4e combat[/COLOR][/FONT][/FONT] [/LIST] [/QUOTE]
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