This is yet another artcle. This has to do with tactical puzzles and their set up. It is called "Tactical Puzzles and You". Thank you. Here is the article: Tactical Puzzles & You What is a tactical puzzle? A tactical puzzle is a type of puzzle that is a combat puzzle. It forces the party to think about each action before doing it. For if a party missteps, the game will probably be over. Tactical puzzles are easily done at early levels. Any level one party could beat a Haakai or a Lich with the proper equipment and spells. As long as the equipment is provided, this will be easy. A good tactical puzzle example for a low level party. When you enter a small room and reach the center, four Imps could appear in the corners to challenge the party. This would be good for low level parties. Another would be a monster like a Vampire called in a one-time encounter. However, the party would be slowed or cursed just after he appears. This will make parties think. When you reach higher levels tactical puzzles become more difficult. A maxed out party can almost handle any encounter. However, what makes it more difficult is by using Affect PC nodes (especially dumbfounding!!). Another suggestion is by using ãspecial spellsä you should read about them in my article on that. Examples - Low Level: Example 1: One powerful monster, say a Haakai or a Lich which appears to take on the party. The one big monster should also probably be accompanied by his/her/its henchmen. Say a wizard leading a group of brigands. Be sure to give the necessary tools for the party to win! Example 2: Another would be a medium strength monster with Affect PC nodes. Slowing and cursing are effective. Dumbfounding and paralysis are dangerous and probably should not be touched at low levels. Examples - High Level: These are more difficult. I will give a few that I used in my scenario Spyâs Quest. Many of these involve ãspecial spellsä. I do recommend that you read that first. Example 1: In a level called the Twisting Temple, you meet a Lich. This Lich is in a room with two Mechknights (powerful mechanical humanoids; very fast and very ferocious) and the walls are lined with Black Shades. Also, there is a 2 move cycle of three special spells. The spells are Dumbfound All (3 points of dumbfounding), Excommunicate (heavily slows/curses), and Lightning Strike (30-60 points of unblockable damage). In addition, 2 points of invulnerability are subtracted from the party every move! This makes it very difficult to stay protected. The party will probably need alchemy or prefight prepping to win. Note: I do have a combat block at the entrance. Example 2: There is a huge fight called the Haunted Rocks. This involves several Vahnatai. Your goal is to reach the center and kill a Vahnatai Hologram. There are three lines of defense and several timers involved. At the very beginning (as soon as the party enters) a timer starts when the party enters for 3 moves. Every three moves your HP and SP are drained. There are three lines of defense in the rocks. The first one starts a timer that casts special spells until the Hologram is killed and the invulnerability drain begins. Also, force walls appear around the entire area. The second one is a series of spells that weaken the party. The third and final line of defense is a canât enter barrier. Also, four Ur-Basilisks appear to kill the party from behind. A timer is called for 15 moves. When it expires, the barrier falls and you will be able to reach the Hologram. Example 3: One of the final levels has a dungeon fight. To open a portcullis, you need to step on a rune. The rune is combat blocked. When the party steps on it, the portcullis opens but the party is heavily cursed and slowed. Also, there is full dumbfounding. What is even worse are the monsters that appear around you. You will be surrounded with a circle of eight Vahnatai Masters, Four Mutated Vahnatai (Quick Vahnatai that spits acid and is immune to everything), and three Vahnatai Lords. This is extremely difficult because of the prebattle nodes. These are examples of tactical puzzles that you can use. Tactical puzzles are necessary. Hack up the monsters is very boring. You need to do things which inhibit the party and monster patterns that would be difficult to the party. Here are some formations. W = Warrior Monster A = Archer Monster M = Mage Monster P = Priest Monster X = Wall/Barrier One space hallway example: XXXXXXXXXXXXXXXXX W W A M P XXXXXXXXXXXXXXXXX This is a one space hallway. The two warriors at the front will fight off the party at first while the archer and mage in back blast the party. Once the two warriors are killed, the archer will be next. Archers (especially Empire Archers) are relatively good at combat. The mages are not so they should be near the back. The priest should always be in the back because he can heal and bless/curse you. Mages are not good fighters but should be in front of the Priest because he is into more offensive spells and warriors are stronger and would not be hurt as much by them. Archers only use missiles if there is not a PC adjacent, it would not be wise to put them in front. Warriors will impede progress as the archer peppers the party. The warriors should have the most HP and be the strongest. They take ample time to kill making more time for the others. Two of them holds off the attack even more. Weaknesses: A smart party can lure the monsters into an open area. Put a monster block in. Antimagic Cloud will hurt this strategy. Unfortunately, there is little that can be done about that. USE ACID: Acid is the most deadly thing in Exile. It is rare but it is not limited. It is possible to have over 1,000 points of acid damage a move. Acid damage is calculated every move and slowly decreases. This is very annoying and devastating to parties. You may wish to replace the archer with an acid spitter. Note: If the spitter is Immune to Magic, then it cannot be slowed or cursed. When hasted, this is devastating! Also, do not overuse this stuff! Vanguard Example XXXXXXXXXXXXXXXXXXX W A W W M P W A W W M P W A W XXXXXXXXXXXXXXXXXXX This is a vanguard formation. 5 warriors protect the archers and casters. The advantage are the five formation warriors. They can break up and engage the party while the archers and casters do their thing. The warriors in back are to help defend the casters. The disadvantage is that you can slip through this formation via diagonally. The warriors in back will help with this as it slows the advance of a PC going for the casters. Linear Ambush O = Party XXXXXXXXXXXXXXXXXXXXXXXXX M A W W A M P W O W P M A W W A M XXXXXXXXXXXXXXXXXXXXXXXXX This is done as a special encounter when the party reaches the center. You may wish to put in a combat block on that space. When the party steps there call the encounter to appear. Note: You can also have some Affect PCs called to weaken the party. Circular Ambush XXXXXXXXXXXXXXXXXXXXXXXXXXXX A W A M W W M P A W O W A P M W W M A W A XXXXXXXXXXXXXXXXXXXXXXXXXXXX Very similar to before. A circular ambush is for wider hallways or a room. This is similar to the Dungeon Fight described above. Be sure to use combat blocks. Slowing and cursing before this makes this bad. Of course there are many other formations possible. These are just a few examples. Be careful not to make tactical puzzles too difficult or too easy. Generally, you want to have these as part of a town encounter. Also, tactical puzzles need to be done well. If they are sloppy, they will not be a challenge. However, a well done tactical puzzle will make a playerâs game playing experience much greater! Good luck! - Brian ãStareyeä Kiedrowski