{ "breadcrumbs": [ "Chapter 1: Gamemastery Basics", "Encounter Design", "Dynamic Encounters" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-982", "markdown": "[Time Pressure](/Rules.aspx?ID=982)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49\r\n\r\n\r\n\r\nTime pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then!\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Time Pressure", "next_link": { "label": "Secondary Objectives", "url": "/Rules.aspx?ID=983" }, "previous_link": { "label": "Combining and Separating Encounters", "url": "/Rules.aspx?ID=981" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 49" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 49", "speed": {}, "text": " Time Pressure Source Gamemastery Guide pg. 49 Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! ", "type": "Rules", "url": "/Rules.aspx?ID=982", "weakness": {} }