ComradeGnull
First Post
So keying off some comments [MENTION=63]RangerWickett[/MENTION] made in this thread, I had the following 'modular' idea:
So, there are now two types of combat encounters: Big Fights and Little Fights.
Little Fights: These fights are 'taking out a goblin sentry', 'fighting two town guards', or 'fighting a handful of bandits' (scaled out to an appropriate level). These fights:
1) Use only resources that are always available, or that are abundant enough to not be exhausted in 1-2 encounters.
2) Use simple combat rules- only a move and an attack per round, maybe.
3) Don't use any power, spell, etc., that requires a battle grid. You can use one if you like, but it's fine without it.
Big Fights: These fights are 'boss' fights- dragons, evil warlords and wizards, etc.
These fights:
1) Use big, splashy, powerful player and NPC resources that are only available during Big Fights.
2) Are centered around enemies that are scaled to be hard to put down in a few rounds- they can't be stunlocked to zero, etc. There may be a few 'lesser' creatures in the room, but the focus is probably on a BBEG (Elite, Solo, whatever you wish to call them.
3) Feature powers, spells, etc., that really should be used with a battle grid. You can not use it if you have a religious objection to squares, but it works much better with it. Much better.
The DM decides if an encounter is a Big Fight or a Little Fight. That determines what powers/resources PC's have available, and lets them know the scale/scope of the fight.
If you want a low-rules, quick style of play: all fights are Little Fights.
If you want a 4e style of play: all fights are Big Fights, but you may need to shepherd your resources a little bit more (i.e., AEDU-style)
If you want to have several small encounters as you move through an environment, followed by a big boss battle at the end: several Little Fights followed by one Big Fight.
In a mixed fight world, players have no incentive to rest after killing one goblin, because they know they will get new resources (recharge plus new, Big Fight-only) & powers once they hit the Big Fight. Little Fight-only games are essentially 1/2/3e style games- you have a pool of resources that gradually diminishes, and then you rest at the end of the day. Fights are quick, and maneuvers and in-combat tricks like dropping chandeliers on people or tripping them with sticks are handled by the DM's judgement. Big Fight-only games move you solidly back into 4e territory. For a mixed game, Big Fights can be treated as 'pushing yourself past your normal limits', 'bullet time fights' (tip o' the hat to [MENTION=44243]Shadeydm[/MENTION] for that phrasing), whatever.
Thoughts?
So, there are now two types of combat encounters: Big Fights and Little Fights.
Little Fights: These fights are 'taking out a goblin sentry', 'fighting two town guards', or 'fighting a handful of bandits' (scaled out to an appropriate level). These fights:
1) Use only resources that are always available, or that are abundant enough to not be exhausted in 1-2 encounters.
2) Use simple combat rules- only a move and an attack per round, maybe.
3) Don't use any power, spell, etc., that requires a battle grid. You can use one if you like, but it's fine without it.
Big Fights: These fights are 'boss' fights- dragons, evil warlords and wizards, etc.
These fights:
1) Use big, splashy, powerful player and NPC resources that are only available during Big Fights.
2) Are centered around enemies that are scaled to be hard to put down in a few rounds- they can't be stunlocked to zero, etc. There may be a few 'lesser' creatures in the room, but the focus is probably on a BBEG (Elite, Solo, whatever you wish to call them.
3) Feature powers, spells, etc., that really should be used with a battle grid. You can not use it if you have a religious objection to squares, but it works much better with it. Much better.
The DM decides if an encounter is a Big Fight or a Little Fight. That determines what powers/resources PC's have available, and lets them know the scale/scope of the fight.
If you want a low-rules, quick style of play: all fights are Little Fights.
If you want a 4e style of play: all fights are Big Fights, but you may need to shepherd your resources a little bit more (i.e., AEDU-style)
If you want to have several small encounters as you move through an environment, followed by a big boss battle at the end: several Little Fights followed by one Big Fight.
In a mixed fight world, players have no incentive to rest after killing one goblin, because they know they will get new resources (recharge plus new, Big Fight-only) & powers once they hit the Big Fight. Little Fight-only games are essentially 1/2/3e style games- you have a pool of resources that gradually diminishes, and then you rest at the end of the day. Fights are quick, and maneuvers and in-combat tricks like dropping chandeliers on people or tripping them with sticks are handled by the DM's judgement. Big Fight-only games move you solidly back into 4e territory. For a mixed game, Big Fights can be treated as 'pushing yourself past your normal limits', 'bullet time fights' (tip o' the hat to [MENTION=44243]Shadeydm[/MENTION] for that phrasing), whatever.
Thoughts?