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General Tabletop Discussion
D&D Older Editions
New 13th Age 'Escalation Edition' Coming Next Year!
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<blockquote data-quote="ruemere" data-source="post: 8733727" data-attributes="member: 5515"><p>A</p><p></p><p>While I agree with you, here are the observations for default 13A combat encounter (based on simulations and in-game tests):</p><ul> <li data-xf-list-type="ul">the fight, the significant portion of it when the outcome is changeable, lasts 3 rounds. These rounds need not be consecutive (a chase, a fight distributed over a large area, or a temporary barrier may introduce a delay)</li> <li data-xf-list-type="ul">the players tend to use dailies on the first or third round.</li> <li data-xf-list-type="ul">mopping up phase (when the fight is already decided) is best resolved in a short manner with minimum rolls.</li> <li data-xf-list-type="ul">minions are crucial to player's fun - these guys can bite if left alone, and they make very satisfying splat - while troops are least enjoyable - no risk, no pain</li> <li data-xf-list-type="ul">high level minions are incredibly dangerous - and if they are ranged, even more so - I had a TPK almost on my hands</li> </ul><p></p><p>That said, default encounters are sometimes a bit bland. I have a ton of notes on how to spice 13A combat... for example, running no holds barred fight among big tents - scared war elephant, sudden fire or just a few cunning rogues with saws...</p></blockquote><p></p>
[QUOTE="ruemere, post: 8733727, member: 5515"] A While I agree with you, here are the observations for default 13A combat encounter (based on simulations and in-game tests): [LIST] [*]the fight, the significant portion of it when the outcome is changeable, lasts 3 rounds. These rounds need not be consecutive (a chase, a fight distributed over a large area, or a temporary barrier may introduce a delay) [*]the players tend to use dailies on the first or third round. [*]mopping up phase (when the fight is already decided) is best resolved in a short manner with minimum rolls. [*]minions are crucial to player's fun - these guys can bite if left alone, and they make very satisfying splat - while troops are least enjoyable - no risk, no pain [*]high level minions are incredibly dangerous - and if they are ranged, even more so - I had a TPK almost on my hands [/LIST] That said, default encounters are sometimes a bit bland. I have a ton of notes on how to spice 13A combat... for example, running no holds barred fight among big tents - scared war elephant, sudden fire or just a few cunning rogues with saws... [/QUOTE]
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