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Tactical Encounter Problems
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5532975" data-attributes="member: 81104"><p>I think having plot or other reasons to have the party be less cautious might also help.</p><p></p><p>For example, they are chasing a group of bad guys with the macguffin. They need to get the macguffin before a certain time to use it to stop the bad plot thing from happening. If they pile up on the choke point, the bad guys will just leave - potentially forcing the players to fight two encounters as once if they don't catch them quickly enough.</p><p></p><p>Another example is the bad guys holding a choke point themselves, like a gate or a bridge. If the PCs don't get up in their faces, the baddies will lock the gate/pull up the bridge and the PCs will have a much harder time of it.</p><p></p><p>Or the baddies could have hostages that they will kill if the PCs stay back. Or maybe they are getting on a boat that's about to pull away.</p><p></p><p>Generally, the more dynamic and active you can make a situation, the less likey the PCs are to stay still. Take some tropes from the movies - light things on fire, start the conveyor belts moving, have a large, angry beast start smashing through the wall (espeically one the PCs know will also attack their opponents)... whatever. Additionally, any time you can make something a chase scene will also make the PCs want to keep moving.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5532975, member: 81104"] I think having plot or other reasons to have the party be less cautious might also help. For example, they are chasing a group of bad guys with the macguffin. They need to get the macguffin before a certain time to use it to stop the bad plot thing from happening. If they pile up on the choke point, the bad guys will just leave - potentially forcing the players to fight two encounters as once if they don't catch them quickly enough. Another example is the bad guys holding a choke point themselves, like a gate or a bridge. If the PCs don't get up in their faces, the baddies will lock the gate/pull up the bridge and the PCs will have a much harder time of it. Or the baddies could have hostages that they will kill if the PCs stay back. Or maybe they are getting on a boat that's about to pull away. Generally, the more dynamic and active you can make a situation, the less likey the PCs are to stay still. Take some tropes from the movies - light things on fire, start the conveyor belts moving, have a large, angry beast start smashing through the wall (espeically one the PCs know will also attack their opponents)... whatever. Additionally, any time you can make something a chase scene will also make the PCs want to keep moving. [/QUOTE]
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