RangerWickett
Legend
I think I did a little bit of everything when writing and editing for the War of the Burning Sky campaign saga. Small combats, mass combats, skirmishes, capture the flag, defend the flag, assassinations, objective raids, combat of all sorts. We had boss fights choreographed like action movie set pieces, with the added challenge that we wanted never to shoehorn the PCs into having to do something a particular way.
And while statting out the 28th level immortal mystic theurge main villain (cleric 3/wizard 3/mystic theurge 10/hierophant 1/archmage 5/loremaster 2/thaumaturge 4) did take forever, and coming up with tactics so she could
a) survive the onslaught of a 20th level party,
b) dish as well as she could take, and
c) actually do something interesting after the players have already gone through an entire campaign,
I loved making those sorts of encounters. What I hated, though, was dungeons. My beef with dungeons is that it's really hard to keep the tension up, because the logical desire is to draw back, rest and regroup, instead of pressing forward. In 3e, at least, it was dang hard to fill an entire large area with danger, and yet both not have the danger overwhelm the party all at once, and still have every encounter be interesting.
I always worried that I'd get somebody's PC killed for a stupid reason. Like, sure, a cursed castle being pulled into the elemental plane of fire is pretty awesome, but I want your PC to die fighting the final boss, not to a random attack from one of the myriad lesser monsters that roamed the complex.
Still, I think it was cool enough to be worth the effort.
And while statting out the 28th level immortal mystic theurge main villain (cleric 3/wizard 3/mystic theurge 10/hierophant 1/archmage 5/loremaster 2/thaumaturge 4) did take forever, and coming up with tactics so she could
a) survive the onslaught of a 20th level party,
b) dish as well as she could take, and
c) actually do something interesting after the players have already gone through an entire campaign,
I loved making those sorts of encounters. What I hated, though, was dungeons. My beef with dungeons is that it's really hard to keep the tension up, because the logical desire is to draw back, rest and regroup, instead of pressing forward. In 3e, at least, it was dang hard to fill an entire large area with danger, and yet both not have the danger overwhelm the party all at once, and still have every encounter be interesting.
I always worried that I'd get somebody's PC killed for a stupid reason. Like, sure, a cursed castle being pulled into the elemental plane of fire is pretty awesome, but I want your PC to die fighting the final boss, not to a random attack from one of the myriad lesser monsters that roamed the complex.
Still, I think it was cool enough to be worth the effort.