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"Looks like we're going to win this battle . . . in about 90 minutes from now."
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<blockquote data-quote="SteveC" data-source="post: 4346841" data-attributes="member: 9053"><p>I think this is a very good point, and one that shouldn't be missed. What we're looking for is a sort of rollercoaster experience, where even though you may not be in any real danger, you get the adrenaline rush from the illusion of what's happening. At least that's how I take most encounters that aren't the climactic battle against the BBEG.</p><p></p><p>So how to keep the tension going? I think a lot of it comes from the fact that most of the interesting powers (and by that I mean encounter/daily) are used by players very early in a battle. When you're talking about round 10-15+ of a battle, you're usually seeing at-wills being used. After a while, that gets old, from both sides of the screen. You can't really do anything major to affect the combat in the way you did in the early part of the battle.</p><p></p><p>So how to address that? When I run my second campaign, I'm thinking of resetting some powers after a certain point in the combat, giving everyone a sort of power "second wind." I'm also thinking about adjusting how powers react to bloodied creatures later in the battle, perhaps increasing damage or other effects.</p><p></p><p>For now, this is all just hypothetical, because I'm going to run the game until at least level 10 by the RAW just to see if things change. Maybe I'm making too much out of the current situation (I know, horrors, I might be wrong!)</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 4346841, member: 9053"] I think this is a very good point, and one that shouldn't be missed. What we're looking for is a sort of rollercoaster experience, where even though you may not be in any real danger, you get the adrenaline rush from the illusion of what's happening. At least that's how I take most encounters that aren't the climactic battle against the BBEG. So how to keep the tension going? I think a lot of it comes from the fact that most of the interesting powers (and by that I mean encounter/daily) are used by players very early in a battle. When you're talking about round 10-15+ of a battle, you're usually seeing at-wills being used. After a while, that gets old, from both sides of the screen. You can't really do anything major to affect the combat in the way you did in the early part of the battle. So how to address that? When I run my second campaign, I'm thinking of resetting some powers after a certain point in the combat, giving everyone a sort of power "second wind." I'm also thinking about adjusting how powers react to bloodied creatures later in the battle, perhaps increasing damage or other effects. For now, this is all just hypothetical, because I'm going to run the game until at least level 10 by the RAW just to see if things change. Maybe I'm making too much out of the current situation (I know, horrors, I might be wrong!) --Steve [/QUOTE]
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"Looks like we're going to win this battle . . . in about 90 minutes from now."
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