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Tension in combat
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<blockquote data-quote="Crazy Jerome" data-source="post: 5409477" data-attributes="member: 54877"><p>The way my group can get frustrated some time, I think I'd be tempted to implement "groove" based entirely on a "fail compensation" mechanic. For example:</p><p> </p><p>As the fight goes on, you can get an increasing "groove" bonus to all attacks and saves. It does not reset until the end of the fight. You get +1 to your groove every time you miss. You get +1 to groove when you are blooded. You get +1 to groove if you fail a save.</p><p> </p><p>This is more or less self-correcting, as the more groove you get, the harder it is to get more. </p><p> </p><p>As far as balancing the monsters, I'd probably go with something more group oriented (except for solos and minions). Perhaps +1 groove to all remaining monsters when a monster is downed, or an elite is blooded. Solos would instead get the standard character boosts. Though if you didn't have too many monsters, it woudn't be that hard to track by tokens. Heck, if you've got 4 of that monster and 3 of that other monster, it could be by group, using the character rules, but no more than +1 groove per round. So if one monster misses an attack or save, they all get +1 groove. That would certainly lead to pressuring the players to get the monsters down early, while not giving them the tools until later. Might be too much ... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p> </p><p>But again, for my group, and a fun, "heroic adventure" kind of pace, I'd probably just leave groove out of the monsters entirely, and instead balance by making the monsters a bit tougher up front. I've been thinking about using the inherent bonus instead of equipment bonuses (like a +2 sword), and then replacing the expertise bonuses with equipment bonuses by tier (that is, +1 at heroic to +3 at epic). However, I could also see me just dropping the existing equipment and expertise bonuses completely. Instead, the PCs get "groove", which I can now rename to "awesome", as per the usual inherent bonus dicussion. </p><p> </p><p>Short version: PCs are seriously under-powered at the start of every fight, but get increasingly stronger as it goes.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5409477, member: 54877"] The way my group can get frustrated some time, I think I'd be tempted to implement "groove" based entirely on a "fail compensation" mechanic. For example: As the fight goes on, you can get an increasing "groove" bonus to all attacks and saves. It does not reset until the end of the fight. You get +1 to your groove every time you miss. You get +1 to groove when you are blooded. You get +1 to groove if you fail a save. This is more or less self-correcting, as the more groove you get, the harder it is to get more. As far as balancing the monsters, I'd probably go with something more group oriented (except for solos and minions). Perhaps +1 groove to all remaining monsters when a monster is downed, or an elite is blooded. Solos would instead get the standard character boosts. Though if you didn't have too many monsters, it woudn't be that hard to track by tokens. Heck, if you've got 4 of that monster and 3 of that other monster, it could be by group, using the character rules, but no more than +1 groove per round. So if one monster misses an attack or save, they all get +1 groove. That would certainly lead to pressuring the players to get the monsters down early, while not giving them the tools until later. Might be too much ... :p But again, for my group, and a fun, "heroic adventure" kind of pace, I'd probably just leave groove out of the monsters entirely, and instead balance by making the monsters a bit tougher up front. I've been thinking about using the inherent bonus instead of equipment bonuses (like a +2 sword), and then replacing the expertise bonuses with equipment bonuses by tier (that is, +1 at heroic to +3 at epic). However, I could also see me just dropping the existing equipment and expertise bonuses completely. Instead, the PCs get "groove", which I can now rename to "awesome", as per the usual inherent bonus dicussion. Short version: PCs are seriously under-powered at the start of every fight, but get increasingly stronger as it goes. [/QUOTE]
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