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<blockquote data-quote="Teneb" data-source="post: 8819487" data-attributes="member: 3572"><p>I GM a group of six level 10 characters, and our combats are pretty dull. Enemies show up, characters close, and then everyone just sits there trading blows. I've tried adding in some environmental factors, interesting scatter terrain, varieties of monsters, etc., but things almost always devolve into PC vs. NPC just hacking away at each other. I fully recognize this as a failure of GMing, but after years of this the things I'm trying are clearly not working.</p><p></p><p>I was enjoying another hobby, playing the Arkham Horror LCG, when I was struck by inspiration. For those not familiar, in AH the players are racing against time to solve mysteries while being thwarted by the “encounter deck”. These are random cards the players draw that seek to stymie the investigators in several ways, including through introducing more enemies, dealing damage, slowing the investigators down, or messing with action economy. It got me to thinking: could something like this work for D&D?</p><p></p><p>Here's what I'm envisioning: for each environment, e.g. forest, dungeon, town, create a random table of “confounders” to the battle. By developing this by environment it allows us to make flavorful additions to battle. They would ideally be scalable, e.g. make a DC 10/15/18/20 Athletics check (based on tier) or be hit by a falling rock from the cliffside you're fighting near. That sort of thing. It introduces some randomness but could also generate some interesting decisions for the party. Oh no, a small child has wandered into the bar fight the party is engaged in; do you keep hitting the orc in front of you in the face and risk the child getting hurt, or rush to rescue the kiddo and risk opportunity attacks?</p><p></p><p>Thoughts on such a system? Does anyone know of something like this that already exists (as it would save me a ton of time from developing my own!)?</p></blockquote><p></p>
[QUOTE="Teneb, post: 8819487, member: 3572"] I GM a group of six level 10 characters, and our combats are pretty dull. Enemies show up, characters close, and then everyone just sits there trading blows. I've tried adding in some environmental factors, interesting scatter terrain, varieties of monsters, etc., but things almost always devolve into PC vs. NPC just hacking away at each other. I fully recognize this as a failure of GMing, but after years of this the things I'm trying are clearly not working. I was enjoying another hobby, playing the Arkham Horror LCG, when I was struck by inspiration. For those not familiar, in AH the players are racing against time to solve mysteries while being thwarted by the “encounter deck”. These are random cards the players draw that seek to stymie the investigators in several ways, including through introducing more enemies, dealing damage, slowing the investigators down, or messing with action economy. It got me to thinking: could something like this work for D&D? Here's what I'm envisioning: for each environment, e.g. forest, dungeon, town, create a random table of “confounders” to the battle. By developing this by environment it allows us to make flavorful additions to battle. They would ideally be scalable, e.g. make a DC 10/15/18/20 Athletics check (based on tier) or be hit by a falling rock from the cliffside you're fighting near. That sort of thing. It introduces some randomness but could also generate some interesting decisions for the party. Oh no, a small child has wandered into the bar fight the party is engaged in; do you keep hitting the orc in front of you in the face and risk the child getting hurt, or rush to rescue the kiddo and risk opportunity attacks? Thoughts on such a system? Does anyone know of something like this that already exists (as it would save me a ton of time from developing my own!)? [/QUOTE]
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