Battle tactics/combat encounter design

Hey everyone!

I’m running an ICRPG Star Wars campaign, and I’ve noticed my players are still using D&D 5e combat tactics—mainly just attacking enemies repeatedly until they drop. Since ICRPG PCs have much lower HP (most of them still have 1 heart), they’re getting downed really quickly and struggling in fights.

What advice do you have for helping players shift their combat approach to fit ICRPG’s faster, more lethal style? Should I adjust my encounter design or encourage specific tactics? Any tips on how to communicate this to players or run encounters better would be appreciated!

Thanks!

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Well, this problem could have two parts. One, the players might be using bad tactics, as you say. Two, you might be using too many or too powerful enemies.

It’s always a good first step to talk to your players and discuss your thoughts on how quickly they get downed. Maybe your players don’t even see it as a problem and like the lethality. But secondly, you can try to remind your players that they have more options than just attacking. I don’t know what mechanics you’re using for your Star Wars game, but you can try to remind players of their characters’ special abilities and the abilities of the equipment they’re carrying. You could have NPCs in the encounter (either allies or enemies) to “show, not tell” the players what options they have.

Of course, it could be that you really are using enemies that are too strong for the PCs, but you’ll have to judge that yourself.

And of course, 5e characters are extremely hard to threaten compared to ICRPG characters, so part of this could just be a difference in expectations based on changing systems.

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Without being in your game, it’s difficult to triage what is going on, but I had a lot of the same initial thoughts as @Kyzer42, who crushed the response. That being said, here are my additional thoughts.

  1. Are struggling characters a bad thing? If they are ragged but prevail, then it may be that the challenge tuning is dialed in. I love it when characters struggle but succeed anyway. It feels great!!!

  2. Do players have more to do than just hit things? Are there innocents to rescue, switches to flip to stop bad things from happening, rituals to stop, or environmental effects to contend with? A prized pony from my homeboy Dennis is forcing the players to have to split. On one side of the room, cultists are executing innocents one by one, and on the other, they are completing the ritual one power stone at a time. Both have dire consequences, and the group has to split to fix both. Meanwhile, there are bad guys in the way.

  3. Challenge tuning may be an issue. If you have a group of four PCs, with target 12, I would throw four one-heart bad guys at them doing 1D6 damage. And then adjust the damage dice (first) and number of enemies (second) all while keeping the target at 12. That’s a good baseline for a basic encounter. Then go up or down from there.

  4. Very often, you can’t “fix” player behavior like that. Players gonna play how they play. So, if I had a group that constantly ran headlong into danger, I would let them. But then it might be time to shift up the tone a little. So, they survived the werewolf onslaught, but now they need to investigate why it keeps happening. “Wait a second, did someone say they saw the priest run off right before the attack happened? And why is he so nervous around the PCs?” Let them investigate for a bit with a social encounter or two. And then ramp them back up to a fight in the tunnels below town with the lead werewolf (spoiler, it’s the priest). In other words, step on the gas, then let off the gas, then let them ramp back up.

In any event, those are my first blush reactions. Hope that helps. I’d love it if you turned a few dials and then reported back.

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I think it may be a combo of players who are mostly used to 5e where the tactics seem to be “hit it, then hit it again.” That being said, there were a couple of them that tried some fancy Force tricks to thin the group they are fighting currently. I do need to remind them that the goal is sometimes “get past” the opponents and not “kill everyone.”

I also think I may be using too many tough opponents. I was having most rank and file storm troopers as 1 hit opponents. That seemed true to the films and TV shows. This current combat the storm troopers all have 1 heart and there are some specialists who have 2 hearts. I may be doing some bad encounter design.

Thanks for the input!

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Thanks for your response!

I think there are a few things going on simultaneously.

I think it’s a combination of players who are used to 5e play style, along with some players who mainly want to fight, along with my unfamiliarity with the ICRPG rules (although I’ve been using them for around a year.)

I will use your benchmark for challenges and see what that does for me.

I also just realized that I’m not effectively communicating what they can do to “damage” the Target Number, nor am I really using timers. Making the players aware of those might alter their tactics.

In the current scenario the group was supposed to get into an Clone Wars era listening post to find the copy of an old Jedi transmission. When they arrive they find the listening post is surrounded by storm troopers. It turns out there are clones holed up in the post.

The group approached the storm troopers from behind and had cover. A few of them tried sneak and diversion tactics, but then they quickly went into combat. I did remind them that the goal was to get into the listening post, not necessarily kill the storm troopers.

All that being said, I’ve had a few in the group say they feel they go down too quickly, but they all still seem to be having a good time, so… :person_shrugging:

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In that scenario, I probably would have telegraphed that there are 20 storm troopers, but then have about 15 or 16 of them march off. That’s pretty classic Star Wars. The bulk of the storm troopers always seem to walk away, leaving the four or five screwups alone in front of the door, which is perfect right as the good guys sneak up. lol. Once the battle starts, then roll a timer: reinforcements will show up in 1d4 rounds as they call for backup and the sounds of battle can be heard. When reinforcements do show up, they come in waves, not all at once. This will feel grand in scale but still present a fair challenge.

I always focus on the 3Ts: Timers, Threats, and Treats. Here, we have a solid timer and threats. But what treats are there? Maybe these morons left a box of thermal detonators lying around. Or even an e-web the PCs could turn against them. Or maybe there is a rock slide or even a ton of falling logs, so they might get crushed, Ewok style. For sure, there has to at least be a loot chest in an inconvenient spot, just to kite off a loot monkey. There’s probably also a medkit nearby, just because these guys run into a ton of danger. Make sure you telegraph all these things, and let your players feel smart. There might even be a crate of random junk: super glue, a shiv of metal, and some rope. Creative players will find a way to use these items, if not utterly end the empire with them. lol

Next, is there some environmental difficulty? Maybe there is a portable shield generator protecting these guys. So, now, the PCs have to destroy this glowing thing before the enemies take full damage. And, if they destroy it, you’ve built in a perfect excuse to drop the target and teach them that sometimes the target can be dropped depending on their actions. Maybe there is a key data pad nearby that might do the same thing. Now, there are two opportunities to succeed in this way.

Finally, I never presume my players will stealth their way in. It’s always great if they do, but usually, someone just can’t stand it, so they open fire, or someone tries something risky and inevitably fails a stealth check. In that case, I always plan for: what does this combat look like if they don’t stealth their way in. See above. Ultimately, a lot of players feel like if you put it in front of them, then they have a chance to blast their way through. And that’s okay. The trick here is to plan for both ways the encounter can go, just so they have a richly rewarding experience no matter what they choose. That being said, no outcomes are predetermined. They could easily roll low, get outnumbered if they don’t deal with the waves or shield generator, and they could wipe. That’s all part of the fun. Give a thoughtful setup of a threat, and then see what happens.

In any event, you’re all over it. I would love to have these players at my table. Sounds like a fun group.

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They are good. One of the reasons I had them show up behind the storm troopers was to telegraph that they could sneak up behind and attack, sneak by without being noticed, etc, etc.

Thanks for the input. As I said earlier, I think they’re not aware that they can do things to change the Target Number, and I don’t think I’m using Timers as much as I should. I will work on both of those.

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