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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Stringing together multiple encounters
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<blockquote data-quote="SkullThrone" data-source="post: 5479029" data-attributes="member: 96083"><p>I do this sort of thing in my campaign all the time, and I don't warn the party it's coming (what fun would that be)...I found that chaining encounters you can get by with less creatures and actually get through a large number of encounters in a session, because with limited ways of using getting surges they have to make the call to actually 2nd wind or to tough it out.</p><p></p><p>The game has a much faster pace and the party can pretty much guess when its coming, but I still can sucker them into using encounter powers by using larger low level creatures or more minion types.</p><p></p><p>I like the change of pace this adds, rather than spend 60-120 minutes on a typical level+2 encounter with traps and terrain features (which can be fun too), I find it nice to do a rapid fire one at a time encounter with creatures below their levels.</p><p></p><p>As people above pointed out, it can be a At-Will fest, but the creatures typically go down quick, and even if they are staggered so every 3 rounds another creature over hears the battle and joins in, this staggering can allow them to mow through creatures quickly, as the party is focused completely on the same baddie all the time.</p><p></p><p>I too think this plays much more like previous editions, but I find it challenging to come up with a sense of urgency that causes the party to force themselves into chaining encounters, so I find in most cases I need to bring the battle to them.</p><p></p><p>When experimenting with this I think the DM can start by chaining a bunch of Level-2 or Level-3 single creatures together, using elites or brutes in the mix every other encounter is good to challenge the party, but it's more the duration than a single creature anyway.</p></blockquote><p></p>
[QUOTE="SkullThrone, post: 5479029, member: 96083"] I do this sort of thing in my campaign all the time, and I don't warn the party it's coming (what fun would that be)...I found that chaining encounters you can get by with less creatures and actually get through a large number of encounters in a session, because with limited ways of using getting surges they have to make the call to actually 2nd wind or to tough it out. The game has a much faster pace and the party can pretty much guess when its coming, but I still can sucker them into using encounter powers by using larger low level creatures or more minion types. I like the change of pace this adds, rather than spend 60-120 minutes on a typical level+2 encounter with traps and terrain features (which can be fun too), I find it nice to do a rapid fire one at a time encounter with creatures below their levels. As people above pointed out, it can be a At-Will fest, but the creatures typically go down quick, and even if they are staggered so every 3 rounds another creature over hears the battle and joins in, this staggering can allow them to mow through creatures quickly, as the party is focused completely on the same baddie all the time. I too think this plays much more like previous editions, but I find it challenging to come up with a sense of urgency that causes the party to force themselves into chaining encounters, so I find in most cases I need to bring the battle to them. When experimenting with this I think the DM can start by chaining a bunch of Level-2 or Level-3 single creatures together, using elites or brutes in the mix every other encounter is good to challenge the party, but it's more the duration than a single creature anyway. [/QUOTE]
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Stringing together multiple encounters
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