Tag Info

New answers tagged

2

I haven't seen it mentioned yet but there are rules for Mass Combat that could work well for this. These rules contain options for armies of 1 creature up to 2,000 plus. Your players would all form a single army of however many characters there are at the time or form a single army for each character.


2

Long, long ago I handled a similar situation (they got careless while scouting an orc army) and I handled it by assuming the rolls were evenly distributed. 100 orcs shoot, I figure 5 got a 1, 5 got a 2 and so on. The orcs didn't have enough information to pick targets so I distributed them evenly and only rolled for the odd ones. The tactical situation ...


19

Luckily, Pathfinder has rules for this already. It is called the troop monster subtype. It's similar to a swarm, but different and designed for exactly this case, where you pit PCs against large groups of soldier types. (It's separate from their mass combat system, which does not incorporate PCs well). They developed it for their Reign of Winter AP, ...


9

Don't Prep Plots First of all I will make a patronizing comment that I hope you will not take in a patronizing way (a bit like saying "so offence" before offending someone): If you want to tell stories, write a novel. If you want to participate in a joint story telling experience, play a RPG. Please take the time to read this. Players break your plans ...


22

The situation you describe is often handled by some form or another of mass combat system, that allows you to convert a large number of creatures into a much smaller number of discrete combat units. I'm sure that such mechanics exist for Pathfinder, but I don't have an experience with them in that system. Here's what I would do. Treat the army as an ...


4

Arrow Storm For the archers, treat it as an environmental effect. "Hail of arrows"; characters whose flatfooted AC is 20 or higher are struck by 1d3-1 Small shortbow arrows per turn; FF AC 16-19 struck by 1d3 arrows per turn; FF AC 13-15 struck by 1d4 arrows per turn; FF AC 12 or lower are struck by 1d4+1 arrows per turn. These do normal Small shortbow ...


2

A combat is (almost) never only a combat. If the players are confronting a bunch of monsters and nothing more, front to front, then the numbers speak, better numbers, better combat result. The setting of the combat should bring some fun and tactics for the group with the upper hand (monsters or players), so try to include some extra stuff into play, some ...


2

Adding variety to my campaign is important to me as a DM. I want each live session to be unique in some way. Lucky for me, I have a group of enthusiastic players who are willing to be frank with me as we plan out a long (two consecutive years now) campaign. Here are a few ideas from my campaign to yours that you might discuss with your group. Setting ...


15

Tactical Combat requires a challenge. Challenge in D&D combat is going to come from groups of different enemies, environmental challenges, and other activities going on during the combat. Fighting a bunch of goblins isn't that hard. Fighting a bunch of goblins, some with swords, some with bows, backed up by some giant rat skirmishers and supported by ...


0

I would expect LOT of guns in such fight, even if finale would be mostly melee. Not everyone has one, but there would be enough to supress two gunners. And I would expect enough guns on the townsfolk side to ensure players prefaring close combat inside castle (assuming that as vampires they are significantly better at it than oposition, firearms are ...


9

You want to dissuade your players from using firearms - which I do not agree with completely, since the players picked up guns for a reason in the first place. To me, you defined your core issue elsewhere: Who in their right mind would storm a castle with torches and pitchforks, when the defenders have automatic weapons? These guys: Or, in other words, ...


0

I would put out that guns jam in the real world often enough (especially automatic weapons) that providing this as a possibility might be enough to dissuade use. You can have that the player can unjam the rifle if they proceed through "SPORTS" correctly (happens often enough that there's an acronym for clearing a jam) or you can indicate that the jam ...


1

I'd strongly suggest against nerfing your characters' resources outright. It makes for a boring game. Do introduce downsides to their methods and tactics, but slowly. Hint at the potential consequences of using guns at every conflict. Have them suffer a bit for it, and develop an aversion to using guns. Highlight the advantages of other ways of fighting; ie. ...


1

In a WoD game I played we had to avoid using our guns because we were fighting in a place with lots of gas tubes around. One shot to the wrong place on the wall and we would have been killed by the explosions. I don't know if it can fit with your castle, but it's a plausible reason for going in with melee weapons.


1

Magic that makes guns useless / less effective. Could be area effect, or could have to target individual weapons or targets. Without knowing what kind of magics exist in your system, this could be anything from a wind wall DnD spell effect to fog like you mentioned to a water-aspected spell that prevents combustion in a wide area (this would also douse ...


8

The low levels are particularly harsh, especially because every character has so few HP and a lucky roll can kill even the most buffed-up melee wizard. Armor class is mostly given by items or low level arcane spells (while most clerical or high level spells have some scaling, low level arcane spells just front-load their defensive potential from level one, ...


1

Pathfinder assumes a min/max mentality in characters. It is an extremely codified system that rewards deep understanding and punishes seat-of-pants play. That is to say that you really should be using close to optimal builds of core character classes and a good party build with synergies. For example the Challenge Rating assumes that you have a good party, ...


-2

We always struggle at level 1. It's normal, I think, to have CR 1/2, CR 1/4 and even CR 1/8 encounters... but make things easier: level them up to level 2 and most of your problems will go away. '-'


0

When I have to split the troupe or give one character a lot of screen time I let players play NPCs and give them just enough information to help them understand what those NPCs want and know. If this is really frequent (the norm) it might not be a bad idea to let them have 2 sets of characters, one for the VR world and one for the Real world.


2

If you've got a player who's ready and willing, why not recruit a co-GM? The AI player might be an excellent choice (depending on system; I'm not sure a "DMPC" would work well in Fate unless you could work out some decent houserules for modifying the Fate point economy), since they can never participate in the real-world side anyway (again, an assumption), ...


1

Use some kind of troupe system. When the story is in the VR world but a player's character is in the real world, give that player control of a different VR character. When the story is in the real world but a player's character is in VR, give that player control of a different real world character. This could be particularly interesting in a VR with an ...


1

Cuts, cuts and more cuts between the two (or more) parties. You need to move quickly so as not to get too bogged down on one side of the fence. I like to raise the ante in a scene and then cut back, sort of like mini-cliffhangers. Oh, and using Fate is awesome! You can even use compels to your advantage when shifting...sure, the decker wants to do this, ...


13

This is hard to do well, and requires a lot of practice. Some things to think about that I've learned... Switch between the two groups often. Don't spend long periods of time with one of the groups. For longer encounters have both groups running concurrently and switch between them as rapidly as makes sense and you can keep track of. When you do switch, ...


8

I am unaware of any "linked" creatures that have been published on the PFSRD. There may well be one or more, but I haven't come across them. That said, this is an awesome idea, and definitely one that shouldn't be hard to build: find your favorite creature add the zombie (or, perhaps, the bloody skeleton) template of your choice separately, add the ghost ...


5

You don't need a reason for the party not to kill the dragon. What you need is some motivation for the dragon not to kill the party. After all, based on what you've described, you've got an angry ancient dragon that could just squash the PCs like bugs if it wanted — there has to be some pretty good reason for it to hold back from doing so. Once you ...


0

Make sure you understand the rules for stealth -- for example see How does Stealth work with Sneak Attack? . In particular, just because the enemy "knows where you are" does not prevent your ninja from stealthing. If I'm reading the rules correctly, the ninja could hide behind some other character and then pop out and make a sneak attack. (Because you can ...


8

In recent editions of Dungeons & Dragons, players virtually always won every encounter they joined. This is has been a trope of the game. Fifth edition is developing a different playstyle, and it's important to get your players on the same page about this. It sounds as though you intend to play a game more in line with older editions, where there is a ...


1

Quite simply, you need to give your stealthy character things to do that aren't simply "sneak on ahead of the party and backstab someone to open the combat round." Basically, you need to offer bonus goals for the ninja to accomplish that piggyback on top of the rest of the team's tendency to stomp their way through encounters. Do you have a big fight ...


9

The Silver Dragons tend to be good. This ancient Dragon might quickly overpower them even almost killing one of the characters and then say: "Choose! Let your friend die and keep fighting or stop this non sense and accept who the superior being is for you are no more to me than a mosquito is to an elf" or something like that. This is supposed to be a ...


11

The standard answer to your question is to make the character obviously too powerful to touch. If the players and characters know this is an Ancient Silver Dragon, and know in advance what its breath weapon can do, and still attack like unruly children, then let the Ancient Silver Dragon overpower them with his breath and, while they're paralyzed (conscious ...


0

At first level a PC is probably CR 1/2 - 4 of them would be a Deadly encounter for a group of first level PC's. Unfortunately, this seems to vary a little from level to level. On average I would assume that an NPC generated in the same manner of a PC would have a CR of 2 below it's class level. Using the same logic, a group of 4 level 20 PC's could face 4 ...


2

Shameless plug for my own excel tool: Posted at ENWorld Its pretty simple, so the others may have a better layout for what you want. But mine does custom party (members of varying levels) and even large or small party size changes. Hope it helps!



Top 50 recent answers are included