![]() The party needs to decide as a group which approach they're taking and not try to do both. rather than in the proverbial trenches, there's likely going to be someone that wants to just fight on the frontlines, and that's going to be a headache to meld the two. One thing I've learned the hard way is that if you want to put the PCs in command instead. If they fail to do that and avoid rather than stop the archers, then the battle could be lost. The captain is going to die if they don't get them within two encounters, and will badly affect the morale of their side. I also assign certain options as expiring in X number of event choices. The outcome of the battle will be determined by their success at these encounters. Battles are dynamic and unexpected stuff can come up. There will also be events that occur suddenly during the battle: Enemy cavalry preparing a flanking maneuver, a maddened behir on their side goes on a rampage, archers strafe them, etc. They can decide where they go from there. For example, I'll tell them that they see heavy infantry coming towards them, a wizard over there blasting their side with fireballs, and an injured captain on their side in need of rescuing. I kinda treat it like a big bloody sandbox. My approach is, as others have said, to focus on the PCs. #Myworld kickstarter the game creators plus#So you could run the above fight as 2 knight units against 8 goblin units plus the PCs against the remaining 20 goblins. If the PCs get involved you can "unpack" some of the units to run them normally. ![]() For example, you can run a fight between 20 knights and 100 goblins as fight between 2 knight units and 10 goblin units. If the PCs succeed, the result of the battle changes from a draw to a narrow victory.Īnother easy way to run battles is to group NPCs in to units of the same size (usually 5 or 10 individuals in a unit). Similarly, if the default for a battle is a stalemate, the PCs are tasked with breaking through the enemy's line - they have to wipe out a defending force which is getting reinforced every few rounds as the enemies try to shore up the weak spot. If the PC's succeed, the outcome changes from a rout to an orderly retreat. ![]() If the PCs succeed in their objective they shift the result of the battle slightly in their side's favor.įor example if the default result for a battle is the PCs side getting overrun, the PCs will need to hold off several waves of enemies for X rounds to cover the retreat. I usually set the "default" result of a battle, and give the PCs a specific objective based on the overall narrative. The easiest way to run a battle is to treat it as normal combat for the PCs with the rest of the battle being done narratively.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |