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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Suggestions for 10-person, 2-team Dark Sun arena adventure?
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<blockquote data-quote="Taed" data-source="post: 5292336" data-attributes="member: 89454"><p>I ran this yesterday and it worked out pretty well. I did the 3 encounters that I mentioned, and addressed people's suggestions.</p><p></p><p>Everyone had a good time, though two people got pretty frustrated at parts.</p><p></p><p>The first frustration was in the "Coins in the Coffer" arena battle where each team had to get large heavy "coins" from the middle of the arena and then get them to their "goal" on each end, but direct (rolled-for) damage to any player was forbidden. There was lots of running around with the coins, but then there was tripping, stealing, and some good solutions of tying them together and dragging them. While dragging 3 away, the other team ran up, grabbed the rope and teleported away. I ruled that the rope only went with them. The teleporter was fine with that ruling, but the other team was annoyed (not at me) because they now had no rope. But what really annoyed them is that just before the buzzer, the score was tied, so one player ran to the other players' goal and pushed some of the coins out of the goal. "But that's not fair!", they cried. Of course it was. But nonetheless, when it was all done, that was a fun non-combat for all.</p><p></p><p>The final fight to the death went pretty well and everyone really got into the spirit of it. After one player went unconcious, but then rolled a "20" on his death save, every down player then got Coup de Drated. One player really got frustrated when he went down in the first round (he was the only ranged attack on that team, so the other team wisely focussed on him). But he got healed, then went down again, healed, then got to finally do some attacks, went down, healed, and didn't go down again until the end. Out of 8 PCs, there was only 1 survivor. It was a fun battle because there were good tactics being played on both sides.</p><p></p><p>The one thing that I would not repeat was the "spy" on each team. I'd probably do away with the spy altogether because one spy forgot they were a spy and the other spy didn't know how to act like a turncoat. If I kept the spy notion, I'd have to make it more prevalent, with everyone being informed that there was a spy on their side and on the other side and that they should try to root them out, but I think that would surely be too confusing.</p><p></p><p>So, overall, it was a very good session. It took about as long as expected (5 hours for the 3 encounters with 8 people), and everyone was very engaged and invested.</p><p></p><p>Thanks for the advice.</p></blockquote><p></p>
[QUOTE="Taed, post: 5292336, member: 89454"] I ran this yesterday and it worked out pretty well. I did the 3 encounters that I mentioned, and addressed people's suggestions. Everyone had a good time, though two people got pretty frustrated at parts. The first frustration was in the "Coins in the Coffer" arena battle where each team had to get large heavy "coins" from the middle of the arena and then get them to their "goal" on each end, but direct (rolled-for) damage to any player was forbidden. There was lots of running around with the coins, but then there was tripping, stealing, and some good solutions of tying them together and dragging them. While dragging 3 away, the other team ran up, grabbed the rope and teleported away. I ruled that the rope only went with them. The teleporter was fine with that ruling, but the other team was annoyed (not at me) because they now had no rope. But what really annoyed them is that just before the buzzer, the score was tied, so one player ran to the other players' goal and pushed some of the coins out of the goal. "But that's not fair!", they cried. Of course it was. But nonetheless, when it was all done, that was a fun non-combat for all. The final fight to the death went pretty well and everyone really got into the spirit of it. After one player went unconcious, but then rolled a "20" on his death save, every down player then got Coup de Drated. One player really got frustrated when he went down in the first round (he was the only ranged attack on that team, so the other team wisely focussed on him). But he got healed, then went down again, healed, then got to finally do some attacks, went down, healed, and didn't go down again until the end. Out of 8 PCs, there was only 1 survivor. It was a fun battle because there were good tactics being played on both sides. The one thing that I would not repeat was the "spy" on each team. I'd probably do away with the spy altogether because one spy forgot they were a spy and the other spy didn't know how to act like a turncoat. If I kept the spy notion, I'd have to make it more prevalent, with everyone being informed that there was a spy on their side and on the other side and that they should try to root them out, but I think that would surely be too confusing. So, overall, it was a very good session. It took about as long as expected (5 hours for the 3 encounters with 8 people), and everyone was very engaged and invested. Thanks for the advice. [/QUOTE]
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Suggestions for 10-person, 2-team Dark Sun arena adventure?
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