Ktulu
First Post
A couple things I have found to be important.
Those are the things I look at when I design an encounter. Only when I'm not actively considering these things do my combats run too long.
- Power Cards with Attack/Damage listed on them - This speeds up combat more than just about anything. We had one player holding out on updating his cards; it took him 2-3 times longer to figure out attack and damage per turn.
- Why are the badguys fighting? - An important question, because most things don't fight to the death. Animals would most often retreat when bloodied (unless they have some sort of ragey thing or a reason to fight, like young.). Dumb undead fight to the death, but intelligent undead should be ALL about self preservation. Have them escape. Theyd didn't go through all sorts of immortality inducing rituals just to die from some dumb heroes.
- Oh Crap, the boss is down - If your soldiers are only paid to fight alongside, or only follow you through fear, why wouldn't they run when you drop. I consider a good rule, an enemy of 3 or more levels higher is dropped in a fight, all bloodied allies run, unless they have an important tie to the enemy. I.e. a bunch of brigands run when the leader falls. However, the knights will stay and fight as long as their king is wounded.
- Not all fights are to the death - The enemy wants to capture, the heroes want questions, or maybe the entire fight is only necessary to drive off the raiders, etc... Not every fight needs to be pitched to the death.
Those are the things I look at when I design an encounter. Only when I'm not actively considering these things do my combats run too long.