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Tactical Encounter Problems
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<blockquote data-quote="Kinneus" data-source="post: 5528186" data-attributes="member: 48215"><p>Good suggestions so far, but I wanted to highlight this one. Suggestions so far have focused on negative reinforcement ("Punish the players for turtling up!"), but consider positive reinforcement as well. Add some terrain or a special zone that grants the players a boon that the monsters can't use. Two quick examples:</p><p> </p><p>-The party moves into the cave, and undead rise from the ground. An altar to the Raven Queen on the far side of the cave lights up with holy light. Anyone who stands in the aura of the altar gets Something Good (a bonus to healing that surges provide, or a power bonus to defenses, or something). The undead gain no benefit from this zone. So does the party stand in the doorway to face the undead with no aid, or do they figure out how to be mobile enough to move across the battlefield and take advantage of the situation?</p><p>To increase the mobility of the combat, add two or three altars that "flicker" on and off every few rounds, forcing the party to move from one to the next.</p><p> </p><p>-The party enters a room that is linked to the Elemental Chaos, and particularly linked to the element of wind. Arcane winds gush forth from a portal in the center of the room. Whenever the wind washes over a creature, they gain the phasing quality for a turn, and can shift 3 squares as a free action. Turtling up won't work; enemies can move right through them and flank them something nasty. Of course, the party can benefit from the same tactics... and the better learn how. Quick.</p></blockquote><p></p>
[QUOTE="Kinneus, post: 5528186, member: 48215"] Good suggestions so far, but I wanted to highlight this one. Suggestions so far have focused on negative reinforcement ("Punish the players for turtling up!"), but consider positive reinforcement as well. Add some terrain or a special zone that grants the players a boon that the monsters can't use. Two quick examples: -The party moves into the cave, and undead rise from the ground. An altar to the Raven Queen on the far side of the cave lights up with holy light. Anyone who stands in the aura of the altar gets Something Good (a bonus to healing that surges provide, or a power bonus to defenses, or something). The undead gain no benefit from this zone. So does the party stand in the doorway to face the undead with no aid, or do they figure out how to be mobile enough to move across the battlefield and take advantage of the situation? To increase the mobility of the combat, add two or three altars that "flicker" on and off every few rounds, forcing the party to move from one to the next. -The party enters a room that is linked to the Elemental Chaos, and particularly linked to the element of wind. Arcane winds gush forth from a portal in the center of the room. Whenever the wind washes over a creature, they gain the phasing quality for a turn, and can shift 3 squares as a free action. Turtling up won't work; enemies can move right through them and flank them something nasty. Of course, the party can benefit from the same tactics... and the better learn how. Quick. [/QUOTE]
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