Mastering Dungeons
Monster Manual Design Changes! (MD 226)
Sean Merwin
It's using a prop to get a reaction out of your players. It's the experience. Now, if you actually want to make it a challenge that they could easily lose, that takes balance, that takes time. And usually we call these things clocks or timers. And they can be great. But if they're used in a specific combat encounter, where as the clock ticks, more enemies come, that is much more difficult to do.
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