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  • ..., vehicle combat encounters are set up the same way that traditional melee encounters are set up. For example, an even-CR vehicle combat encounter consists of on ...es and makes some recommendations for designing interesting vehicle combat encounters.
    5 KB (867 words) - 15:04, 26 May 2021
  • #REDIRECT [[Designing Bogey Encounters]]
    40 bytes (4 words) - 22:03, 4 February 2017

Page text matches

  • #REDIRECT [[Designing Bogey Encounters]]
    40 bytes (4 words) - 22:03, 4 February 2017
  • * (GM) [[Designing Bogey Encounters|Designing Encounters]]
    2 KB (219 words) - 17:27, 28 May 2021
  • ..., vehicle combat encounters are set up the same way that traditional melee encounters are set up. For example, an even-CR vehicle combat encounter consists of on ...es and makes some recommendations for designing interesting vehicle combat encounters.
    5 KB (867 words) - 15:04, 26 May 2021
  • :* <small>[[Designing Bogey Encounters|Designing Encounters]] - [[Bogey Fleet List|Bogies]] - [[Bogey Roles]]</small>
    8 KB (908 words) - 18:41, 1 December 2023
  • ==Designing Traps== simple, and makes mixed trap/mob encounters better. i like it!
    12 KB (2,046 words) - 20:55, 19 March 2022
  • ...for major parts of a role-playing game: combat encounters, and skill-based encounters. While these rules tell you, as a GM, how to set these up in Epic Path, re == Designing Combat Challenges ==
    76 KB (13,193 words) - 16:51, 29 August 2023
  • ...unts), etc.), maps to other locations of interest, a way to spawn specific encounters. This would also be a good way to put single-use magic items into the game * finish the Designing Skill Challenges section on the [[Game Master's Guide]] page.
    29 KB (4,771 words) - 01:33, 3 April 2024