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General Tabletop Discussion
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When Combat Isn't Always *About* Combat
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<blockquote data-quote="uzirath" data-source="post: 9584616" data-attributes="member: 8495"><p>Here are some unusual action sequences that I've used successfully in recent games:</p><ul> <li data-xf-list-type="ul">High-speed battle on the Pennsylvania Turnpike. Required driving/maneuvering rolls and the vehicles themselves could be injured or disabled. </li> <li data-xf-list-type="ul">No killing: goal is to subdue the enemy rather than kill them. </li> <li data-xf-list-type="ul">Besieged: PCs have to defend a location against an incoming attack, usually against much larger numbers of foes. Often with a time limit (reinforcements are coming, or the wizard needs time to open the escape portal, or the sappers are prepping the bridge for demolition, etc.).</li> <li data-xf-list-type="ul">Distraction: the fight is a ruse to distract enemies from the <em>real</em> thing that's happening.</li> <li data-xf-list-type="ul">Unusual terrain: spider webs, floating logs, precarious ledges, etc.</li> <li data-xf-list-type="ul">Fragile environment: fighting the proverbial bull in a china shop...</li> <li data-xf-list-type="ul">Warped magic: the rules of magic work differently here. Example: a very high mana zone in GURPS allows for incredibly powerful spells, but any failure counts as a critical failure with potentially dire consequences.</li> <li data-xf-list-type="ul">Snipers: one or more dangerous ranged opponents in hard-to-reach places (or unknown places) can change the nature of the battle. It becomes about seeking cover, creating distractions, and figuring out where the enemy is located and how to neutralize them. It can be especially fun with melee-range enemies, too (or the snipers could be on a third team.)</li> </ul></blockquote><p></p>
[QUOTE="uzirath, post: 9584616, member: 8495"] Here are some unusual action sequences that I've used successfully in recent games: [LIST] [*]High-speed battle on the Pennsylvania Turnpike. Required driving/maneuvering rolls and the vehicles themselves could be injured or disabled. [*]No killing: goal is to subdue the enemy rather than kill them. [*]Besieged: PCs have to defend a location against an incoming attack, usually against much larger numbers of foes. Often with a time limit (reinforcements are coming, or the wizard needs time to open the escape portal, or the sappers are prepping the bridge for demolition, etc.). [*]Distraction: the fight is a ruse to distract enemies from the [I]real[/I] thing that's happening. [*]Unusual terrain: spider webs, floating logs, precarious ledges, etc. [*]Fragile environment: fighting the proverbial bull in a china shop... [*]Warped magic: the rules of magic work differently here. Example: a very high mana zone in GURPS allows for incredibly powerful spells, but any failure counts as a critical failure with potentially dire consequences. [*]Snipers: one or more dangerous ranged opponents in hard-to-reach places (or unknown places) can change the nature of the battle. It becomes about seeking cover, creating distractions, and figuring out where the enemy is located and how to neutralize them. It can be especially fun with melee-range enemies, too (or the snipers could be on a third team.) [/LIST] [/QUOTE]
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