MichaelSomething
Legend
Combats have to take long if there are twenty or so more combatants in it!
I'm in the same boat, but I'm coming around. I can enjoy high-level, high magic combat. My one remaining issue is that at high levels ALL combats seems to have to be high magic.I love long combats with a lot of moving parts, but for some reason, I don't particularly like high-level games. I think that it's because I don't really like high-magic games, which is what high-level usually boils down to.
I like high-concept multi-part martial combat, though. A lot.
OTOH, I like to try to break 'em up with a quick scrap-slap, just for variety sake.
For my gamers (current campaign 11th level), long drawn-out combats taste good when you've been RPing for 2 straight 5-hour sessions without one serious combat. Then, hacking away and unleashing all your hard-earned combat abilities feels great. Even more so is when that extended combat is against the big baddies that you've been building up for months of real-time and through ingenuity they've finally found them.
But, extended combat after extended combat simply for the sake of having combat easily becomes fatiguing. The battle music becomes monotonous. Roll initiative becomes a sigh. The worst scenario, of course, is if a character goes down early in one of these marathons and there's no restoring them.
So, in moderation, I love 'em.
True.All challenging combats should take a while to play out IMO ("slog").
I see it as an opportunity to try different tactics. Something more to do that just swing a sword or cast fireball.
A puzzle to solve of sorts...how do we defeat they monster?
Quick combats IMO are boring. Oh, we steamrolled yet another monster in two turns? Ho Hum
And "streamlining" combat too much, IMO, reduces the potential complexity of combat.
So that's the part where the slog can be unfun. I use gang rules (there is another thread on this where folks have provided some great ideas for this). I find it allows interesting tactical challenges but speeds things up. Using a VTT can help as well.Combats have to take long if there are twenty or so more combatants in it!
This is something that I'm trying to improve on. Finding ways to work in story twists in a long combat can really enhance long combats.I run hour to hour and a half-long combats that are super dynamic, many moving pieces, lots of story twists happening inside of them, and so on. I don't do this all the time but, it is my preferred as a DM, and all of my groups seem to love it as well. I have lots of things I do to make combat enjoyable that whole time though, so it isn't just all standing and attacking.
Its a trap! is my favorite. Basically, the fight was a distraction or to lure them into something worse, and then they have to fight their way back or otherwise handle the problem from where they're at.This is something that I'm trying to improve on. Finding ways to work in story twists in a long combat can really enhance long combats.
Using morale rules can help with this. Timed events also. What are some examples of story twists that you've used in long combats that you have found work well?