Skip to main content

Balanced Encounters: Ranged / Reach Gauntlet


Sometimes the melee fighterss become too much of a certainty and the rogue just starts losing his cautiousness.  The solution I use for balancing things and giving the party a challenge is a ranged / reach gauntlet.  The setup is pretty straightforward -- give the party someplace they really need to go.  They could be escaping a dungeon, saving a princess, running from a dragon -- it doesn't matter.

They come to a hallway / section of tunnel / section of castle walkway that has an area they can't get to on each side.  I prefer using iron bars, but a steep change in elevation or other terrain, physical, or magical barrier will work.  To make it through the obstacle they have to run past the area that they can't get to it.  In this "safe" area is a group of enemies with ranged weapons or reach weapons.  The enemies can hit them, but they can't hit the enemies unless they have a ranged attack (or reach weapon).  The longer the area they have to run past, the more enemies, and thus, the more damage they will have to endure.

Often this seems like the big moment for rangers and casters, but if you put enough enemies, you can make it so they can't kill them fast enough.  A sure-fire RAW way to do this is to use a bunch of low-level CR enemies with bows.  Orcs stand out as a good option.



The obvious choice once you get enough enemies stacking up against them is to make a run for it.  If the territory is hostile, the trapfinding rogue should be the man out front or right behind the man out front.  The problem is he can't find traps very effectively on a run.  At the end of the enemies just entering the safe zone on the other side, put a trap or two or three.  It doesn't matter if they are easily detected.  Make them very dangerous but easy to see.  If the rogue finds them, he'll hold up the whole party while getting shot trying to disarm the traps.  If someone else finds the first trap, they will learn about traps the hard way.

Now I don't recommend whipping this encounter out just anytime.  This has a great potential for TPK if used improperly.  However, when put in at the right time, it can be a load of fun (for the GM) and can really retune the party back to real dangers and the real mix of skills they need to rely on.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...