brainstorm
First Post
Tried it out
Okay, I tried out my alternative system last night and I think it worked fairly well. Needs some tweaking, but it accomplished what I wanted. I had two PCs drop below 0 hp, one of them notorious for checking-out as soon as his character is incapacitated. Both of them were still involved in the combat, though in a different way, and both kept their attentions on the game. It was simple enough to implement without interrupting the combat encounter for the rest of the group.
Now, there were a couple of problems:
1. The PCs both rushed over to confront the death immediately. Then it became a slug match. Not necessarily a bad thing, but can get monotonous, defeating the purpose of this alternative.
Solutions to try: Allow a basic ranged attack for both the PC and the shade. Don't know if this will just replace the base-to-base slug match with a ranged slug match, but it could encourage the player to use terrain for cover and to be more mobile. Also, I need to keep the death shade mobile and have it try to manuevour the player into terrain that is advantageous to it.
2. The PC with the lower attack bonuses had a harder time hitting the death shade and the death shade had the same problem hitting the PC.
Solutions to try: Attacks made will use the PCs highest ability modifier.
A few more games and I should be able to work the kinks out of this to my satisfaction.
Okay, I tried out my alternative system last night and I think it worked fairly well. Needs some tweaking, but it accomplished what I wanted. I had two PCs drop below 0 hp, one of them notorious for checking-out as soon as his character is incapacitated. Both of them were still involved in the combat, though in a different way, and both kept their attentions on the game. It was simple enough to implement without interrupting the combat encounter for the rest of the group.
Now, there were a couple of problems:
1. The PCs both rushed over to confront the death immediately. Then it became a slug match. Not necessarily a bad thing, but can get monotonous, defeating the purpose of this alternative.
Solutions to try: Allow a basic ranged attack for both the PC and the shade. Don't know if this will just replace the base-to-base slug match with a ranged slug match, but it could encourage the player to use terrain for cover and to be more mobile. Also, I need to keep the death shade mobile and have it try to manuevour the player into terrain that is advantageous to it.
2. The PC with the lower attack bonuses had a harder time hitting the death shade and the death shade had the same problem hitting the PC.
Solutions to try: Attacks made will use the PCs highest ability modifier.
A few more games and I should be able to work the kinks out of this to my satisfaction.