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General Tabletop Discussion
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Tactical Encounter Problems
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<blockquote data-quote="Crazy Jerome" data-source="post: 5528058" data-attributes="member: 54877"><p>For a really obvious but cruel variation on that, have a couple of linear encounters, with no back door or other way around. Have the first encounter be mainly frontline types. Have the second encounter be mainly artillery, with maybe a few skirmishers and/or one lurker just to be fair. </p><p> </p><p>There are two bottlenecks, the entrance to the first encounter area and the connection between the first and second encounter areas. The second bottleneck is less severe (narrow, but not really narrow.) If the party turtles on the first one (not a bad tactic in as far as they know at that point), the monsters hang back for a couple of rounds, look uncertain, then run and get the monsters in the second group. They then proceed to make a line across the second bottleneck. The artillery moves up behind them and starts peppering the PCs in the first bottleneck.</p><p> </p><p>If you really want to be mean, set it up with a raised area and a short wall, such that the second bottleneck offers cover, but the first does not.<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p> </p><p>I wouldn't do this to just anyone, but sometimes extreme turtles need something that focuses their attention on the problem. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5528058, member: 54877"] For a really obvious but cruel variation on that, have a couple of linear encounters, with no back door or other way around. Have the first encounter be mainly frontline types. Have the second encounter be mainly artillery, with maybe a few skirmishers and/or one lurker just to be fair. There are two bottlenecks, the entrance to the first encounter area and the connection between the first and second encounter areas. The second bottleneck is less severe (narrow, but not really narrow.) If the party turtles on the first one (not a bad tactic in as far as they know at that point), the monsters hang back for a couple of rounds, look uncertain, then run and get the monsters in the second group. They then proceed to make a line across the second bottleneck. The artillery moves up behind them and starts peppering the PCs in the first bottleneck. If you really want to be mean, set it up with a raised area and a short wall, such that the second bottleneck offers cover, but the first does not.:devil: I wouldn't do this to just anyone, but sometimes extreme turtles need something that focuses their attention on the problem. :p [/QUOTE]
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