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General Tabletop Discussion
*Pathfinder & Starfinder
Tactical Encounter Problems
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<blockquote data-quote="Mengu" data-source="post: 5527971" data-attributes="member: 65726"><p>Interesting, I usually have the opposite problem where the defenders charge into everything.</p><p></p><p>In my experience, waiting in a choke point, clumped together is very hazardous for PC's. Enemy controllers and artillery can do devastating things to a group that's not spread out. Starting out the encounter immobilized, blinded, dazed, or stunned in a choke point, can spell doom.</p><p></p><p>Best way to force players to move is to toss around some zones and auras. They will do everything to get out of it. Another way is to have creatures with either big shifting powers or bonus against opportunity attacks, or attacks like fly by, which will force the PC's to come to them. Also having enemy artillery shoot, then move to full cover will also force the PC's forward. And worst comes to worst, you can use powers that slide/pull them.</p><p></p><p>Another bit of advice would be to vary encounter area size. PC's shouldn't always be able to find a choke point. Wilderness encounters, courtroom fights, and even some more complex indoor areas where enemies have a lot of room to run around and hide, and use hit and run tactics, should get the PC's moving.</p><p></p><p>I'm actually a little surprised that PC's are willing to weather attrition at range. This usually turns out to be a very resource intensive fight for the PC's unless they are all built for ranged attacks and have access to a lot of healing (and even then, it just shortens their adventuring day). Your typical paladin or warden is not exactly great with ranged attacks, not to mention barbarians, avengers, warpriests, runepriests, and a plethora of other melee characters.</p><p></p><p>I find that it is tactically wise to get in the enemy's grill, than allow them to deploy their best tactics freely.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5527971, member: 65726"] Interesting, I usually have the opposite problem where the defenders charge into everything. In my experience, waiting in a choke point, clumped together is very hazardous for PC's. Enemy controllers and artillery can do devastating things to a group that's not spread out. Starting out the encounter immobilized, blinded, dazed, or stunned in a choke point, can spell doom. Best way to force players to move is to toss around some zones and auras. They will do everything to get out of it. Another way is to have creatures with either big shifting powers or bonus against opportunity attacks, or attacks like fly by, which will force the PC's to come to them. Also having enemy artillery shoot, then move to full cover will also force the PC's forward. And worst comes to worst, you can use powers that slide/pull them. Another bit of advice would be to vary encounter area size. PC's shouldn't always be able to find a choke point. Wilderness encounters, courtroom fights, and even some more complex indoor areas where enemies have a lot of room to run around and hide, and use hit and run tactics, should get the PC's moving. I'm actually a little surprised that PC's are willing to weather attrition at range. This usually turns out to be a very resource intensive fight for the PC's unless they are all built for ranged attacks and have access to a lot of healing (and even then, it just shortens their adventuring day). Your typical paladin or warden is not exactly great with ranged attacks, not to mention barbarians, avengers, warpriests, runepriests, and a plethora of other melee characters. I find that it is tactically wise to get in the enemy's grill, than allow them to deploy their best tactics freely. [/QUOTE]
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