0
I’ve been playing a lot of Mass Effect 2 lately, which I absolutely love. The role-playing elements (and by this, I mean things like characterization and choices that impact the game, not stat progression) are all very well implemented, and the combat is fantastic. In fact, there are a number of things about ME2 combat that, I think, are applicable in games like D&D. One thing, in particular, occurs to me now.
Waves: Many of the fights in ME2 take place in waves. You run into a room and fight five or six guys, firing from behind cover and trying to get the tactical upper hand. Just when it looks like you’ve got them mopped up, five or six more guys come in, these ones a little bit tougher. When they’re almost taken care of, something big and tough will sometimes come in, like a combat mech or a heavily armored and shielded commander of some sort.
In a D&D game, introducing enemies in waves can be a great way to have a really huge fight with a lot of peaks and valleys in the tension without making it overwhelmingly difficult for your players to get through it. When you introduce waves, it can also add verisimilitude to the game, making it seem like reinforcements from nearby rooms in the dungeon are bursting in, reacting to the noise of the fight. Setting up an encounter this way also allows for players to feel really clever if they manage to take out a group without alerting the others.
By way of example, you could have the encounter start fairly simply; a room full of minions with a few non-minion enemies, maybe brutes or skirmishers. The fight starts, the party wipes out most of the minions, and one of the non-minions sounds an alarm of some sort. A round or two later, a leader enemy, maybe an elite, bursts through the door with some other tough hombres–brutes or soldiers–and maybe a controller or an artillery or two. If you really want to add drama and tension, once those guys are on the ropes, introduce a solo. Let’s say you’ve got a room full of demon-worshiping gnolls. These guys are easy enough, and eat up few of the party’s resources. The next wave, though, has some gnoll soldiers a couple of archers, as well as a demonic scourge. Try to reserve the demonic scourge’s death for later in the fight, when a lot of the others are dead. Make it clear that the demonic scourge is possessed, and killing him might release a demon. When he does drop, a solo demon bursts out of his body and attacks; if the party tries to incapacitate him instead, the demonic scourge kills himself to release the beast.




