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What I'd like to see in an RPG - Scalability in combat
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<blockquote data-quote="Zinovia" data-source="post: 5501914" data-attributes="member: 57373"><p>Use 2-3 hit minions, with a threshold HP above which they can be killed in one it. I tend to make that number around the At-will crit or Encounter power damage value of the strikers. That way if they crit or use a solid damaging encounter power, the multi- hit minion goes down in one hit, otherwise it takes any 2-3 hits to bring it down, regardless of damage.</p><p></p><p>Have the baddies in less important fights make a morale check to continue fighting. They will run away or surrender if they fail it. This can happen at several points: when half their number are dead, when their leader is killed, or for cowardly or uncommited foes, make an individual check as soon as that foe takes damage. Animals attacking the group to eat them are never going to fight to the death for instance; they will run away at the first signs of strong resistance. This may backfire if you have a group like mine who never lets anything escape from them ever if they can help it. Paranoid and vindictive, that's them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Add in skill challenge elements, that if successful can defeat the foes all at once, or put them at a huge disadvantage. I.e. The group uses coordinated tactics (roll their attack stat on a check) to maneuver foes into a hazard (lava, mud, stinging nettles) or beneath the chandelier the rogue is cutting the rope of, or under a nest of wasps you drop on them. Or picture water creatures in an ice cave that are using a spell written out in runes or glyphs to keep their pool from freezing. As they lob ranged attacks at you, ducking beneath the water for concealment, one of the party notices the glyphs, and figures out their intent. A couple of arcana checks later, with maybe thievery to alter the glyphs, and you manage to turn the temperature setting to super cold, freezing the foes in place.</p><p></p><p>Use an attack from a single normal but high damage foe of their level+2 to cost them a surge or three, but that they can defeat easily as a group. Lurkers are good for this. The group expends minimal time, but the foe hits hard so it is still exciting. </p><p></p><p>Keep the full 4E challenges for the fights that matter. Good luck!</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5501914, member: 57373"] Use 2-3 hit minions, with a threshold HP above which they can be killed in one it. I tend to make that number around the At-will crit or Encounter power damage value of the strikers. That way if they crit or use a solid damaging encounter power, the multi- hit minion goes down in one hit, otherwise it takes any 2-3 hits to bring it down, regardless of damage. Have the baddies in less important fights make a morale check to continue fighting. They will run away or surrender if they fail it. This can happen at several points: when half their number are dead, when their leader is killed, or for cowardly or uncommited foes, make an individual check as soon as that foe takes damage. Animals attacking the group to eat them are never going to fight to the death for instance; they will run away at the first signs of strong resistance. This may backfire if you have a group like mine who never lets anything escape from them ever if they can help it. Paranoid and vindictive, that's them. :p Add in skill challenge elements, that if successful can defeat the foes all at once, or put them at a huge disadvantage. I.e. The group uses coordinated tactics (roll their attack stat on a check) to maneuver foes into a hazard (lava, mud, stinging nettles) or beneath the chandelier the rogue is cutting the rope of, or under a nest of wasps you drop on them. Or picture water creatures in an ice cave that are using a spell written out in runes or glyphs to keep their pool from freezing. As they lob ranged attacks at you, ducking beneath the water for concealment, one of the party notices the glyphs, and figures out their intent. A couple of arcana checks later, with maybe thievery to alter the glyphs, and you manage to turn the temperature setting to super cold, freezing the foes in place. Use an attack from a single normal but high damage foe of their level+2 to cost them a surge or three, but that they can defeat easily as a group. Lurkers are good for this. The group expends minimal time, but the foe hits hard so it is still exciting. Keep the full 4E challenges for the fights that matter. Good luck! [/QUOTE]
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