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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 7251788" data-attributes="member: 22362"><p></p><p>I understand the principal "idea" of striker as "deal concentrated damage to one target". On the other hand, I tend to see the game from the DM-side of the screen so that changes a bit what I consider to be to "good".</p><p></p><p>For instance, I much prefer something that brings three creatures down to 1/4 hp than that kills one creature. The guiding principals for me are more along these lines :</p><p>- combats are more interesting when <em>both </em>groups have multiple options, tactics and "tricks" available</p><p>- when one side is down to 50% or fewer actors, we enter clean-up-slog territory (<em>usually not fun</em>)</p><p>- dealing large amounts of damage is satisfying, even when spread out</p><p>- nova-supremacy is something to be resisted (never at the table, only by design)</p><p>- it's more interesting when powerful/impactful foes have a <em>chance </em>to do their big thing <em>twice</em> (as players can have agency in trying to mitigate its impact)</p><p>- area / multiple foe damage decreases the length of "clean-up" time</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7251788, member: 22362"] [I][/I] I understand the principal "idea" of striker as "deal concentrated damage to one target". On the other hand, I tend to see the game from the DM-side of the screen so that changes a bit what I consider to be to "good". For instance, I much prefer something that brings three creatures down to 1/4 hp than that kills one creature. The guiding principals for me are more along these lines : - combats are more interesting when [I]both [/I]groups have multiple options, tactics and "tricks" available - when one side is down to 50% or fewer actors, we enter clean-up-slog territory ([I]usually not fun[/I]) - dealing large amounts of damage is satisfying, even when spread out - nova-supremacy is something to be resisted (never at the table, only by design) - it's more interesting when powerful/impactful foes have a [I]chance [/I]to do their big thing [I]twice[/I] (as players can have agency in trying to mitigate its impact) - area / multiple foe damage decreases the length of "clean-up" time [/QUOTE]
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