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Temple Between Addition Thought (spoilers)
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<blockquote data-quote="Hawke" data-source="post: 4923985" data-attributes="member: 61721"><p>Didn't want to put it in the subject, but this has to do with the Battle for Overlook. So we're playing through a heavily modiified version of the Temple Between. The characters should finish up Mountainroot the next session or so... getting ready for the war council skill challenge, I was wondering if I might include some sort of macro-battle rules in conjunction. </p><p></p><p>First, I'd like to see if anybody had run it this way and had some thoughts about how it could be done. </p><p></p><p>Second, my thoughts so far on how I might do it: </p><p></p><p>The idea would be to grid up the map of Overlook and give the players a grouping of the various classes and have them spread them as they see fit. ...work out the various game classes as unit-types. Leaders would give a healing buff to an area, strikers would be a damage buff, fighters would defend, and controllers would most likely do things like push/pull/slow.</p><p></p><p>I'd want it to be as simple as possible, perhaps 1-hit-1-kill for each unit unless they were in the aura of a Leader. Damage rolls would be ignored and the combat encounters in the adventure could happen in the middle of the macro battle. </p><p></p><p>I'd like to try to work in various victory point conditions as possible bonuses. An example might be the reconsecration of the Mountainroot Temple as a large area Moradin's Blessing bonus. </p><p></p><p></p><p>Essentially my functional goals are: </p><p>1) Simplicity - I don't want explaining how it works to be too complex</p><p>2) Speed - while I want to spend a chunk of the session on this, I don't want this to be a night playing Risk or Twilight Imperium. </p><p></p><p>My fluff goals are: </p><p>1) Provide a context for the massive battle and give the players a feeling like they're directing things </p><p>2) Provide clarify of the destruction to the city... setting units = 100 soldiers or whatnot I want them to come away (winning or losing) feeling like this was a terrible conflict, many are dead, and parts of the city are destroyed. </p><p></p><p>Anybody have any thoughts or ideas on this? I'd like to expand it out further as I think on it... but figured this would be a good start.</p></blockquote><p></p>
[QUOTE="Hawke, post: 4923985, member: 61721"] Didn't want to put it in the subject, but this has to do with the Battle for Overlook. So we're playing through a heavily modiified version of the Temple Between. The characters should finish up Mountainroot the next session or so... getting ready for the war council skill challenge, I was wondering if I might include some sort of macro-battle rules in conjunction. First, I'd like to see if anybody had run it this way and had some thoughts about how it could be done. Second, my thoughts so far on how I might do it: The idea would be to grid up the map of Overlook and give the players a grouping of the various classes and have them spread them as they see fit. ...work out the various game classes as unit-types. Leaders would give a healing buff to an area, strikers would be a damage buff, fighters would defend, and controllers would most likely do things like push/pull/slow. I'd want it to be as simple as possible, perhaps 1-hit-1-kill for each unit unless they were in the aura of a Leader. Damage rolls would be ignored and the combat encounters in the adventure could happen in the middle of the macro battle. I'd like to try to work in various victory point conditions as possible bonuses. An example might be the reconsecration of the Mountainroot Temple as a large area Moradin's Blessing bonus. Essentially my functional goals are: 1) Simplicity - I don't want explaining how it works to be too complex 2) Speed - while I want to spend a chunk of the session on this, I don't want this to be a night playing Risk or Twilight Imperium. My fluff goals are: 1) Provide a context for the massive battle and give the players a feeling like they're directing things 2) Provide clarify of the destruction to the city... setting units = 100 soldiers or whatnot I want them to come away (winning or losing) feeling like this was a terrible conflict, many are dead, and parts of the city are destroyed. Anybody have any thoughts or ideas on this? I'd like to expand it out further as I think on it... but figured this would be a good start. [/QUOTE]
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