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Subject: recovered topic 10687

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Knight of Argenis
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West Valley City, Utah

10/31/2005 4:29 PM  
recovered topic 10687

"Look to God and live." Alma 37:47
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Knight of Argenis
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West Valley City, Utah

10/31/2005 4:29 PM  
I don't quite see what you are saying is the way you did things and the spark of the idea of how you want to try things differently yet. What, generally speaking, is the solution you are seeing? (I am not necessarily asking for a whole bunch of examples to answer this question. I just want to understand better what you are saying.)

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reezel
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10/31/2005 4:43 PM  
Yeah, I guess I was sort of vague.

Let me take the pack of vrocks there. They have a ton of summoning abilities/spells/powers to keep track of. This is what type of think that was throwing me off. Now say I take and decide to throw in one Vrock, give it a few levels, so it's the only complicated monster, then went ahead and used a bunch of fire giants to assist it. (I don't know if this is equivalent CR right now, just throwing it out there.) Generic giants are incredibly easy to run in combat. They hit things, and that's about it. Then instead of having to keep track of all the possibilities of my vrocks, I have one to keep track of and the giants are easy from that point, making the combat that much smoother to run.

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10/31/2005 4:49 PM  
That makes more sense now. I do think that mixing creatures like that does simplify what the DM needs to track and make the encounter more interesting for the players at the same time.

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MerricB
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10/31/2005 6:17 PM  
It's definitely something to think about. Many choices for the DM make for a slow combat.

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10/31/2005 6:44 PM  
Because I hate slow encounters due to poor DM'ing (mine included) I typically create a four round tactical plan -- ideal actions for the monsters based on predicted PC actions. Since this typically involves 1 or 2 defensive buff followed by major offensive abilities it's also easy to skip to the next round or action if one doesn't make sense in actual context. That's one of the ways I've found to speed up my game -- now if only my players would plan ahead [)].


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10/31/2005 9:10 PM  
reezel - I look forward to seeing the encounters you design.

Cheers!

Merric Blackman

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10/31/2005 10:16 PM  
In designing an interesting battle it is a good idea to first flesh out the enemy with a background story. I am not saying for every creature they need a story, but even the low level minions should be involved and related to the larger evil. The 1st level clerics are part of the cult. The kobold rogues are hired hands for the guild master. This way when the characters start to find out the story line the previous encounters make more sense.

Also, when preparing a fight scene it is a good idea to put in some henchmen which can be taken out more easily to keep the groups morale up. When you throw in too many tough individuals the group might start to become disheartened. Let them take out some quickly and then when they finally go toe to toe with the BBEG it makes it all that much better.

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10/31/2005 10:25 PM  
The article also raises the interesting point of one ginormous dragon being a better encounter than a swarm of small dragons. The 1d4 recharge time is easy to track for one big dragon; for a whole swarm of little ones, not so much.

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reezel
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11/01/2005 8:02 AM  
quote:
Originally posted by arbados

In designing an interesting battle it is a good idea to first flesh out the enemy with a background story. I am not saying for every creature they need a story, but even the low level minions should be involved and related to the larger evil. The 1st level clerics are part of the cult. The kobold rogues are hired hands for the guild master. This way when the characters start to find out the story line the previous encounters make more sense.

Also, when preparing a fight scene it is a good idea to put in some henchmen which can be taken out more easily to keep the groups morale up. When you throw in too many tough individuals the group might start to become disheartened. Let them take out some quickly and then when they finally go toe to toe with the BBEG it makes it all that much better.

I can't agree more. Funny you mention Kobolds too since the first one I was working on last night was a Kobold based encounter. I do love the little guys.

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forkedmoon
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11/01/2005 4:51 PM  
In the past when I did DM, I would create a simple random choice table for these complicated monsters - always considering that combat is usually split decision timing in most combatants cases I really didn't worry if the chosen option didn't completely fit (How many times has hindsight told you in life you made the wrong choice?). If one of the options seemed so much more likely then I just chose it, heck I am the DM aren't I?

The random choices kept me from dictating the game and gave me some interesting and fun scenarios as DM.

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tomas
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11/02/2005 12:22 AM  
quote:
Originally posted by arbados

In designing an interesting battle it is a good idea to first flesh out the enemy with a background story. I am not saying for every creature they need a story, but even the low level minions should be involved and related to the larger evil. The 1st level clerics are part of the cult. The kobold rogues are hired hands for the guild master. This way when the characters start to find out the story line the previous encounters make more sense.

Also, when preparing a fight scene it is a good idea to put in some henchmen which can be taken out more easily to keep the groups morale up. When you throw in too many tough individuals the group might start to become disheartened. Let them take out some quickly and then when they finally go toe to toe with the BBEG it makes it all that much better.



I agree with arbados as well.

You also might try the hit and run tactic with low level minions. They can harrass the party awhile, report back to the boss and come back again with a little higher level sub-commander, etc. I played a dungeon that was full of kobolds with poison arrows (can't remember the name, maybe you guys do) that were guarding a huge dragon. Well, the little (*&%^$#$** things just went bonkers on my party, so that by the time we made it through all the traps and the kobolds on ledges with poison arrows, my party was basically already toast. Even the little things can be dangerous with a few Greek fire or poison arrows or web spells thrown in. It only takes a 3 level kobold sorceror to cast web and the rest of the fighters can come and chew up the party.

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reezel
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11/02/2005 8:33 AM  
quote:
Originally posted by tomas
I played a dungeon that was full of kobolds with poison arrows (can't remember the name, maybe you guys do) that were guarding a huge dragon.
Any chance you're talking about Dragon Mountain? That's one of my favorite adventures.

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11/02/2005 10:14 AM  
As a DM, I find that I often use creatures that are fairly easy to run, but put them in situations with strategic advantages. One example is a trap that dropped the party into a cooridor with Flinds on the other side of several arrow slits. All the Flinds had to do was keep firing arrows until the party figured out how to reach them and then use melee weapons.

The monsters were easy to run, but it was an interesting and challenging encounter for the players, because of the situation.

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