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Posted By: Keith Senkowskihow the fuck do you resolve encounter powers with non-encounter events?
Posted By: Keith SenkowskiOh I know that... But in this case we didn't have an encounter... it was really a skill challenge... an Elardrin has the teleport power he didn't have to climb and considering the nature of skill challenges (like taking ten) they can last much longer than an encounter... I have just decided that I am going to have to play it by ear with that shit... based upon how long shit takes.
Posted By: Keith SenkowskiOh I know that... But in this case we didn't have an encounter... it was really a skill challenge...
Posted By: Paul T.Are you going to talk more about how the D&D4e system helped make that fun? For instance, if you played through the same encounters in another system, what would NOT have been as cool?
Posted By: Keith Senkowski
Encounter Design: It's Easy as Fucking
...it takes me all of ten minutes to work one up.
Posted By: AndyAlso, scripting?
Posted By: xenopulseThere's some automatic scripting provided with several monsters; both in "this happens when the monster gets bloodied" events and in the recharge of their special powers.
Posted By: Keith Senkowskihow the fuck do you resolve encounter powers with non-encounter events?
Posted By: AndyI've got an idea that might increase player tension.
Plan a few "X happens on round Y" encounters.
If you have index cards, on one side write down what happens. On the opposite side, simply write the Number of the Round where they go off. Turn them face-down, leave then next to the map for all to see.
I figure that'll increase the tension, the players seeing that in 2 rounds, "SOMETHING" is going to happen, and they don't know if it's going to be good or bad.
-Andy
Posted By: Paul T.Keith,
Battlemats and structured combat isn't an entirely new thing in gaming. And it sounds like most of the fun is coming out of your approach to interactive encounter design. What does D&D4 do that's different from other games with battle grids and structured combat? Or is it just a particularly smooth/well-tuned version of stuff done before that you happen to like?
Posted By: Andy
A problem that I see is setup: Design is much easier, but setup is much much slower: Finding/printing that ogre paper mini. Prepping the combat map, etc.
How do you feel about that? Any tips to make it easier/faster to set up encounters?
Posted By: AndyAlso, scripting? Genius. Did I miss that in the DMG? I don't remember seeing much on scripting as you stated (Event X happens on Round Y, etc).
I've got an idea that might increase player tension.
Plan a few "X happens on round Y" encounters.
If you have index cards, on one side write down what happens. On the opposite side, simply write the Number of the Round where they go off. Turn them face-down, leave then next to the map for all to see.
I figure that'll increase the tension, the players seeing that in 2 rounds, "SOMETHING" is going to happen, and they don't know if it's going to be good or bad.
Posted By: sageOne thing I've been working on is a good system for noting marks, conditions, and bloodied. I was working on a solution using 1 inch metal rings and electrical tape, but it doesn't work as well as I'd like. I'm dreaming of something kind of like a poker chip with a hollow center, in enough different colors to indicate marks, conditions, bloodied, etc.
Posted By: rafialJohnzo has been using an inspired system for tracking conditions and initiative in our game that I will share here on his behalf. Get a stack of index cards. Write the name of each combatant (or group) on a card. Roll initiative. Stack the cards in initiative order. Start going through the cards. If somebody gets marked/slowed/stunned/whatever, write it on their card. So when their card comes up, you know exactly what their condition is. If somebody delays, move their card in the stack.
There may be other details to the technique, if so, hopefully Johnzo comes by and can detail it.
Posted By: Logos7As for the bit about the grind, great you feel that way, oddly enough no problem with grind here. Some people just want to smash monsters in the face with an axe and sneak attacks.
Posted By: Keith Senkowskihe is the son of the Raven Queen
Posted By: rafialThere may be other details to the technique, if so, hopefully Johnzo comes by and can detail it.
Posted By: Keith SenkowskiI found that doesn't work, marking the cards (which is what I use for initiative order too) because the players can't see them. They aren't on the battle mat, and everything concerning the encounter should be plainly in front of anyone. The tactics involved are too important to have them forgotten cause they are on an index card.
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