FractalRain Posted April 17, 2017 Share Posted April 17, 2017 Hello, I ran some friends through the first couple levels of Shadows over Hammerhal this past weekend and overall it was very fun. However, I noted that as the Game Master, I was having terrible luck rolling for Ambushes (needing to roll a "6") and in some cases the players were getting a little bored spending their turn moving through the dungeon when they cleared it. Anyone else have that problem? If so, how did you solve it? We almost just had ambushers arrive on a 5+, but I was worried that might make it too difficult. Any advice is appreciated! Link to comment Share on other sites More sharing options...
MacDuff Posted April 19, 2017 Share Posted April 19, 2017 Make it 50/50. Roll 1D6 first. 1-3 = ambush on a 6 (second roll). 4-6 = 5,6 for ambush. Link to comment Share on other sites More sharing options...
FractalRain Posted April 19, 2017 Author Share Posted April 19, 2017 Thanks for the advice! Might be a fun way to handle it. Link to comment Share on other sites More sharing options...
Circus of Paint Posted April 19, 2017 Share Posted April 19, 2017 You could do something such as adding +1 to the GM's roll for an ambush after each failed attempt. Next turn is 5+, turn after 4+ etc. When you eventually get an ambush, that bonus resets back to 6+. That might work, I'm still only playing Silver Tower at the moment myself! Link to comment Share on other sites More sharing options...
bilbosacquet Posted April 20, 2017 Share Posted April 20, 2017 Hello,I found this idea very interesting, last night during a scenario there was no opponent planned and so my players did not fight the game, I felt a little frustrated. Link to comment Share on other sites More sharing options...
FractalRain Posted April 20, 2017 Author Share Posted April 20, 2017 Circus of Paint - I really like that idea! Will definitely try that next time and may just need to fudge the dice rolls a bit if they start getting too bored. Link to comment Share on other sites More sharing options...
Circus of Paint Posted April 20, 2017 Share Posted April 20, 2017 If you are the Gamesmaster, you can always choose to ignore a failed roll to Ambush. Link to comment Share on other sites More sharing options...
FractalRain Posted April 20, 2017 Author Share Posted April 20, 2017 I know! I even considered that several times, but then didn't want the players to whine if it turned out more difficult than they thought. I will have them sign a no-whining waiver before the next session! Link to comment Share on other sites More sharing options...
Circus of Paint Posted April 20, 2017 Share Posted April 20, 2017 The players do sign up to be subject to your whims! Regarding throwing too much at the players at once,you could either; - Override the number of Adversaries generated by lowering the amount that actually turn up. Easiest done when what you have just generated clearly outmatches the players at that current point. - If the players get caught up in an encounter that has ground to a near-halt, justify a reason to start slowly pulling some of the Adversaries loitering around the back out to go flee to another room. That way, once these excess stranglers disappear off-board, you could always throw them back in at a later point when the players have gained momentum again. - Deliberately fudge some Adversary attack rolls to miss when they would of hit otherwise, or impose your own secret modifiers. Either way, if you're not already hiding all your Gamesmaster materials, notes and dice rolls out of the sight of players - I really recommend you do that! That way you can amend how the game is unfolding naturally, without making it obvious to the players that are bending the rules a bit! Link to comment Share on other sites More sharing options...
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