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I like encounters that... - Labyrinthe Forum
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Ferro
post Apr 20 2018, 09:19 AM
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What kind of encounters do you enjoy?
Which ones are over used?
What would you like to see more of?

Encounters that make you think outside the box?
Monsters that are cryptic in the way they need killing?
Role play ones that if you get wrong don't give you the plot drop you need?
Attrition?
A puzzle and a fight at the same time?
Another weird combination?
Or knowing exactly what to expect?


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BBB
post Apr 20 2018, 09:39 AM
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QUOTE(Ferro @ Apr 20 2018, 10:19 AM) *
What kind of encounters do you enjoy?
Which ones are over used?
What would you like to see more of?

Encounters that make you think outside the box?
Monsters that are cryptic in the way they need killing?
Role play ones that if you get wrong don't give you the plot drop you need?
Attrition?
A puzzle and a fight at the same time?
Another weird combination?
Or knowing exactly what to expect?


All of the above in decent proportions smile.gif

(Probably not the answer you were looking for...)


BBB



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Forefallen
post Apr 20 2018, 10:17 AM
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For fights, I like high hits low damage (as it promotes longer and cooler fights), and I like some cryptic bits in there too. Like you must do X and X before his HTK.

Puzzles and the like I HATE sitting around doing nothing, and usually theres only so many people that can get involved with a puzzle at once, so I love a fight or something else going on at the same time.



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Ferro
post Apr 20 2018, 10:30 AM
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QUOTE(BBB @ Apr 20 2018, 10:39 AM) *
All of the above in decent proportions smile.gif

(Probably not the answer you were looking for...)


BBB


I expected quite a few people to like a mix of them all 😊

Too much cryptic is unsustainable for refs and parties with no comming. Plus I like comms to be used on plot and not all on how do we kill X 😕


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Ferro
post Apr 20 2018, 10:35 AM
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QUOTE(Forefallen @ Apr 20 2018, 11:17 AM) *
For fights, I like high hits low damage (as it promotes longer and cooler fights), and I like some cryptic bits in there too. Like you must do X and X before his HTK.

Puzzles and the like I HATE sitting around doing nothing, and usually theres only so many people that can get involved with a puzzle at once, so I love a fight or something else going on at the same time.


Yeah I like the boss fights to have something a little cryptic, it makes it feel more satisfying when you finally kill them. And I agree on high hits low damage, it stops people panicking so much.

Ha, a reason I hate wardings (as a player). As a ref, I've set several puzzles at once in the hope it gets everyone involved but even so, some people just aren't interested in that side and others could do a puzzle every other encounter if they had a chance.

I've seen some cool encounters incorporating both puzzles and fights though which I really like.


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RichFromant
post Apr 20 2018, 10:39 AM
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I like big set piece encounters with a few things going on at once where you have to figure out the best plan of action while under attack. So an area with a generator, a ritual strike and a complicated warding blocking the way on. Do you just crack on with the ritual, or deal with the generator/ritual strike focus first etc.

I tend to like wardings/rituals where the party can get all the information fairly easily then figure out the best way they can deal with it among themselves


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BBB
post Apr 20 2018, 11:51 AM
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QUOTE(Forefallen @ Apr 20 2018, 11:17 AM) *
For fights, I like high hits low damage (as it promotes longer and cooler fights).


Better way to go is: low(er) hits, low damage and AC + Damage Reductions.

It means effects work proportionately better and all those combat abilities that traditionally have wound up being only really useful for PC v PC action become useful versus monsters:

Force Majeure
Accuracy / Target Prediction
Higher Damage Grades
Unique Fighting Style et cetera

BBB


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Gordon
post Apr 20 2018, 11:57 AM
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Challenge he party as a whole, so keep as many people as involved as possible, potentially with multiple "parts" to it to involve different groups.

Encounters that have multiple solutions/avenues of approach but different costs depending on which approach. So not being able to read mana glyphs doesn't mean you fail the encounter but if you can't it is a lot longer/harder/power intensive etc.

Setting - where clear thought has gone into how an Area or room/s are begin used and additionally when there has been obvious effort it setting the encounter and there is more than a piece of random armory kit/tat as a "focus"

Propping: where there are props to interact with, and again time and effort has been put into sourcing/creating the props as a physical object adds so much more than description or lack of it especially when things are frantic and person 10 in the party finds object A and wasn't able to hear the description.


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oggrod
post Apr 20 2018, 12:50 PM
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personally i hate cryptic 'you must do this and then this' in order to effect a monster or kill them, its just boring and seems a little over used/tedious . For certan parts its fine if you somehow know during the plot ' lord xyon the AP has rituals up on him and needs xyz done before you can dispatch him entirely ' . random elementals or undead in waves is a no no for me. I prefer more scarier foes that you CAN effect ! .

Big damage grades with froopy hits again seems dull and i switch off when huge fights like that happen, i prefer more devious foes with added in effects or a bad guy hounding you through the day with his minions .

I have been part of some cool rituals and puzzle solving over the last few dungeons that were set up so that even a 1st class bracket locked warrior can be involved in them. Even so when there is a warding or ritual i cant be any use of i have be lucky enough to of had a cool party to role play with during those time.

all in all we have been lucky that we have had a series of cool refs writing dungeons for us and setting out the plot and dungeons so well. You can clearly see they are passionate about their story coming to life

Rob


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Alasdair
post Apr 20 2018, 01:05 PM
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Variety is a winner.

I get really annoyed when things "don't make sense" (In game dynamics/logic/in world). So Oggrod's example of an AP with ritual warding needing XYZ before you can kill him makes sense. A weird elemental that is randomly immune to physical (etc) doesn't. A party meeting a froopy elemental, getting mauled, and working out that this all links to ABC plot hook... that works.

I personally like the 'scary' encounters where things start to get a bit uncontrollable, and so the party HAS TO pull together or die. Typically this is 2/3 things going on at once:
- a ritual/puzzle/warding/trap for the power users to focus on
- alongside "you are being attacked" by non identikit wave stuff to keep fighters busy
- with a "need to go and get/find ABC (eg keys/ingredients/stop the generator spawning)".

These are the kind of focus bits in a longer day or long duration. A bit like an Iain Banks novel... all the parts come together through this one bit.

Alasdair
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Netheril
post Apr 20 2018, 01:53 PM
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I like encounters that involve spending 4+ hours getting out of a house, and that merely sets the tone for the rest of the day! wink.gif

More seriously, hate sitting around for ages whilst 1 or 2 people interact with the dungeon. For whatever reason. Sometimes can’t be avoided but if happens several times in course of a day is really tedious.

I really like encounters that get everyone thinking about what they feel or believe IC about a situation, and gets people discussing / arguing about perfectly valid options, with no single “right” answer.

Cheers,

Sean
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JasonE
post Apr 20 2018, 06:11 PM
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I like encounters where i can snooz
I like encounters where i can have a nap
I like encounters where i can take a quick Kip for a few minutes
I like encounters where i can catch a few z's




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