Steal my notes Matthew Colville Tactics and Strategy
Encounter Design
Steal my notes Matthew Colville Tactics and Strategy
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Different kind of encounters
Patrols
Easy to spot
Follow regular route/pattern
Players have the opportunity to strategize against the regular route/pattern
Fail state: Patrol reports back
Scouts
Hard to spot
Look for trouble
Mixed unit
Scouts can discover the players before the players discover them
Fail state: Patrol reports back
Guards
No need to explain.
Like a puzzle/challenge
Guards can be fooled.
Fail state: Patrol reports back.
(Mini)Boss fight
Fail state: Dead
Different kind of bad guys: (10:15)
Infantry:
“Meat & potatoes”
Medium mobility, high armor, med hp, low damage
Goal: Protects other units, make sure the plays have a hard time getting into position
Can’t be simply passed by. Provoke attacks of opportunity
Example: High armor fighter
Glass cannons/Strikers:
Highly mobile (can easily get into position), high damage, low armor, low hp
Players can’t focus on 1 problem. Added problem for the players.
Example: Rogues & wizards
Artillery:
Low mobility, low armor, low hp, (not necessarily high damage)
Can hit anybody they want, wherever they are
Can be damage or spells rendering a character wounded or useless
Can be many characters doing a little damage or 1 doing a lot
Artillery has a range of more than 30ft.
Artillery is positioned more than 30ft. from the players (Needed to hold them off)
Example: Archers, Sorcerer, Shaman, Priests
Brutes:
Low mobility, low armor, high hp, high damage
Less interesting combo with glass cannon
Can be outmanoeuvred unless the infantry pins them
Boss:
High armor, high hp, added resistance.
Many different of the above
Can act in players turn (Legendary (re)actions)
Wide variety of attacks (Ranged/melee)
Can handle more than one problem.
Taking down the boss collapses the encounter (Critical to design)
Necromancer and his skeletons
A fallen captain causes his henchmen to make moral check
Added advice on moment & range (17:15)
Advice: The +30ft rule (+6 squares)
Most characters movement If the players start the need to move to the villain (before he does evil stuff) If the villain starts he can move up to the squishy character
Advice: Splitting move and fire
Cover becomes important. Move out of cover, shoot and hide behind cover
Advice: Deploying infantry
Close enough to keep the players from getting passed them without triggering an attack of opportunity. Wide enough not to get killed with 1 area of effect spell. Typically 15ft from one to another leaving only 2 squares between them.
Author
Matthew Colville is a DM, writer and founder of MCDM Productions I referenced Matthew Colville before talking about NPC's. He's an incredible inspiration and influence in my DM/Worldbuilding search, study, adventure...