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Tension in combat
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<blockquote data-quote="GRStrayton" data-source="post: 5414190" data-attributes="member: 61887"><p>I do make checks for each monster -- but then again, I typically don't have many monsters involved in my combats. I opt for fewer, but higher level monsters (I don't use the official encounter system at all). By the time I start rolling morale checks, we're usually at the halfway point of the battle, so most if not all of the minions are already dead (I actually do use quite a number of minions when I include them in a battle). In general, my battles are short (2-3 rounds, though they're still resource-draining for the party -- see my house rules for how I accomplish that; it has to do with severely limiting healing), except for occasional major encounters (which can run up to 6 or 7 rounds).</p><p></p><p>When morale breaks for a particular monster (note that I roll for morale at the beginning of its turn), I simply have it do its best to escape (and still survive, i.e., it tries to avoid opportunity attacks if it can) or, as a last resort, surrender. For me the game is about exploration, so I like to end battles quickly (if they occur -- and my players have learned the hard way not to engage in every opportunity for battle).</p><p></p><p>Again, my house rules help make this all make more sense. For example, I only give 50% xp for defeated monsters, but I do give out 1 xp per 1 gp removed from the dungeon (a la 1st edition). And I increase monetary treasure by a factor of 10, since PCs in my games spend a lot of money on building strongholds, towers, temples, hide-outs or researching other dungeons to explore or new rituals or martial practices, etc.</p><p></p><p>For anyone interested in the exploration-based play-style I run, you can check out the files under "Core L&L" here:</p><p></p><p><a href="http://legendsandlabyrinths.wordpress.com/" target="_blank">Legends & Labyrinths</a></p></blockquote><p></p>
[QUOTE="GRStrayton, post: 5414190, member: 61887"] I do make checks for each monster -- but then again, I typically don't have many monsters involved in my combats. I opt for fewer, but higher level monsters (I don't use the official encounter system at all). By the time I start rolling morale checks, we're usually at the halfway point of the battle, so most if not all of the minions are already dead (I actually do use quite a number of minions when I include them in a battle). In general, my battles are short (2-3 rounds, though they're still resource-draining for the party -- see my house rules for how I accomplish that; it has to do with severely limiting healing), except for occasional major encounters (which can run up to 6 or 7 rounds). When morale breaks for a particular monster (note that I roll for morale at the beginning of its turn), I simply have it do its best to escape (and still survive, i.e., it tries to avoid opportunity attacks if it can) or, as a last resort, surrender. For me the game is about exploration, so I like to end battles quickly (if they occur -- and my players have learned the hard way not to engage in every opportunity for battle). Again, my house rules help make this all make more sense. For example, I only give 50% xp for defeated monsters, but I do give out 1 xp per 1 gp removed from the dungeon (a la 1st edition). And I increase monetary treasure by a factor of 10, since PCs in my games spend a lot of money on building strongholds, towers, temples, hide-outs or researching other dungeons to explore or new rituals or martial practices, etc. For anyone interested in the exploration-based play-style I run, you can check out the files under "Core L&L" here: [url=http://legendsandlabyrinths.wordpress.com/]Legends & Labyrinths[/url] [/QUOTE]
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