If your players have features that normally focus more on doing tons of damage to one creature, tweak them if possible to do area damage to several creatures. If it gets to a point where they might fail to hold everything, make the choices on what they do hold back matter.įor the waves of nameless mooks, don't have the players roll damage unless it's part of the fun for them(Fireball) A sword hit or arrow strike will kill in one hit on those. Give them meaningful choices - they may not always be able to stop everything. Make them limited use, and let the players have the choice of when to deploy which pieces. I'd consider traps the players could set off, siege defense type weapons they could employ. The biggest problem I'm seeing with yours and the other suggestions, is that the players are defending a point in the middle of the enemies' fortress, which will make doing a lot of prep work difficult. (I'm still playing with some numbers to decide if they can do damage to the lich before the phylactery is destroyed.) ![]() However, they won't be able to defeat the lich until the phylactery is destroyed. Then, I'll track how long it takes for them to destroy the phylactery.įinally, at a third session, the last group will fight the lich, and its minions. As they're solving the puzzle, and fighting some monsters, other monsters that get through the gate will show up. ![]() Then I'll have the group dealing with the phylactery play the next session, on another day. My plan is to have the party holding the gate play the first session, and then keep a record of any monsters that get past them, and when it happens. I'll let them know the three challenges, and they'll break up however they wish. ![]() I'm in a car for the next 6 hrs so I can spitball more ideas if desired, and please let me know how it goes! However please let me know what you think of my ideas. These are all just my opinions and personal preference, you know your group and what they prefer. Are each of the three groups player controlled? If so how do you decide who holds the gate, and who does the puzzles? If the gate is held, are they immediately going to fight the big bad lich? Are you expecting them to be ready to fight? I also have a few question for you about this. I personally enjoy roleplaying as much as combat, so allowing for opportunities to roleplay while in combat, and maybe even unique solutions to a wave can provide a break from constant slaughter. Allow them to push forward if they become advantaged, or if one breaks the line they need to give chase totally disrupting their planned hold and forcing mid fight adlibs. You could also blur the line they they're holding. You can always throw a curve ball with a surprise wave or two, but having a unique enemy archetype to fight is important. Having a clear end in sight also can help with spell/ability management, but this is a personal preference. However have 4 "Horse of the Apocolypse" style mini bosses commanding a unique wave would make each triumph feel greater. ![]() Slaughtering hordes of mindless minions gets old. Make each wave feel unique, and focus on quality over quantity. Maybe after two rounds the ceiling can be collapsed, but this is only noticable through a successful perception role at the start of a round. I'd accomplish this by allowing for set up. Setting up for the fight and using the environment to our advantage is how we made it fun. Since there was no ultimate prize beyond survival, igniting goblins and ettins into flame was quickly a chore. As a player who recently did a one shot with waves of enemies, I can say that we all, including DM, got tired of the mindless droves of enemies.
0 Comments
Leave a Reply. |