D&D General Why are we fighting?

Tonguez

A suffusion of yellow
I wonder if monsters would run someone through if they get downed….

Like on a medieval battlefield, would you deliver a killing blow or let the enemy crawl away to engage someone else?
According to French legend the Tarasque wasnt killed outright instead St Martha (cleric) subdued it with holy water, tied her girdle to it and led it into town where she handed it over to the townsfolk.
Same thing with Francis of Assissi and his encounter with a Wolf

So those stories at least give precedent for clerics and paladins being merciful in Medival times and favouring capture over killing outright
 

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Hussar

Legend
But “sit out” after being paralyzed might not be “a couple of minutes”. It might be an hour as the three remaining players grind their way at 2/3rds speed through the encounter.

This is why almost all effects have a save at the end of your turn rider. Because it’s almost never “a couple of minutes”. It’s very often much longer.

Three hours to do two combats in my last session. And the biggest, by far, thing me sink is a couple of players who dither over every freaking action.
 

Vaalingrade

Legend
Character death in an RPG is anything except boring. You will see lots of drama and plenty of players just flip out.
And this is a positive thing to you?
Your saying that for people to be insipred to play a RPG they have to know they will win/succeed? A fun game is where the players all know they will complete the quest 100%? Like really "well we will automatically save the princess no matter what...wow, I can't wait to see how we save her, lets start the game".
Before the dark age, how many Fantasy stories ended with a Shaggy Dog story of the heroes dead out somewhere, having accomplished nothing?
Morale is a bit more complicated mechanical then you might think. But also you might have forgotten the OP was talking about ending long boring combats. One answer to that IS for a foes morale to break and for them to run away from the fight.
Which does it without killing players and even allowing a win.
I guess you could go the route of "we need 100 pages of house rules to fix combat" or really just "a whole other RPG" if you want to, and you think that will fix things.
Who said 100 pages? There's plenty of good combat systems and schemes that are not 100 pages.
I'm just suggesting a couple changes to the game play style.
Which abandons the core of the playstyle.
 

Lanefan

Victoria Rules
But “sit out” after being paralyzed might not be “a couple of minutes”. It might be an hour as the three remaining players grind their way at 2/3rds speed through the encounter.

This is why almost all effects have a save at the end of your turn rider. Because it’s almost never “a couple of minutes”. It’s very often much longer.

Three hours to do two combats in my last session. And the biggest, by far, thing me sink is a couple of players who dither over every freaking action.
Maybe make sure they're the ones who, in-character, get targeted with paralysis effects? :)
 


tetrasodium

Legend
Supporter
Epic
How else does a good DM gain experience points, if not by inducing rage-quits?
I mean this isn't the old school dark ages when DMs just outright killed players. That would be barbaric.
Funny but I don't think it's that simple. I killed a PC last game simply by not bluffing when I laid out the stakes. The players are chasing a bbeg into an eldritch machine that involves undead. Long story short I told them flat out that if they go down while in there they simply skip past death saves & outright die . Most of the players acted logically but the one who died decided that the most effective solution was to recklessly feystep past the front line to start 1v1 the bbeg while cut off from the rest of the party stuck behind the front line mooks & choosing to stay there even as his HP was whittled away. When the player dropped like 2 or 3 rounds into the fight the player turned to me and was surprised when "$PCName is dead, I guess they could raise dead.. later" was the shrugged answer to the player asking "well what now, can he healing word me?". I didn't even do all that much damage to the PC with monsters, maybe 15-25 of the PC's 60-80ish HP, the rest was because the downed player had previously encouraged a caster to drop fireballs on him to get the most number of targets.

A lot of this can be blamed squarely on how 5e stacks the odds so far towards success & removal of stakes. Players get to where they don't consider losing the only remaining stake (PC death) possible & act accordingly till they can try to force the GM to take some responsibility for the consequences of their actions.
 

And this is a positive thing to you?
As an Old School Method gamer I do think feeling and acting out those feelings is a positive thing, yes.


Before the dark age, how many Fantasy stories ended with a Shaggy Dog story of the heroes dead out somewhere, having accomplished nothing?
THIS is the major problem with "popular fiction content": it's mostly just happy fluff and the heroes always win and live happily ever after. And sure people will sit down to watch Batman or Ironman AUTOMATICALLY "save the day" every single time. That is just people. Of course, there is content with downer endings.

And one of the BIG points of an RPG is "anything can happen". Watch nearly any show or movie and you will know how it will turn out: the good guys will always win..again. Play an RPG and anything can happen....if you let it.
Which does it without killing players and even allowing a win.
Very true! See the point: The players do not always win.

Who said 100 pages? There's plenty of good combat systems and schemes that are not 100 pages.
I just picked a number....
Which abandons the core of the playstyle.
Well, yes, that is what I'm talking about: abandoning that playstlye.

How else does a good DM gain experience points, if not by inducing rage-quits?
I mean this isn't the old school dark ages when DMs just outright killed players. That would be barbaric.
Well, the DM could just play foes even with average intelligence and tactics; and just follow the rules too.
 

Vaalingrade

Legend
As an Old School Method gamer I do think feeling and acting out those feelings is a positive thing, yes.
Most people want more people to come to the hobby, not storm out of it in a rage.
THIS is the major problem with "popular fiction content": it's mostly just happy fluff and the heroes always win and live happily ever after. And sure people will sit down to watch Batman or Ironman AUTOMATICALLY "save the day" every single time. That is just people.
People who are trying to play D&D.
And one of the BIG points of an RPG is "anything can happen".
I feel like this is usually expressed as the very popular lie: 'you can do anything'.
Watch nearly any show or movie and you will know how it will turn out: the good guys will always win..again. Play an RPG and anything can happen....if you let it.
Including things that waste your time and make you not want to do it again, apparently.
I just picked a number....
Again, a bold strategy.
Well, yes, that is what I'm talking about: abandoning that playstlye.
So the entire argument is a non-starter. Great.
 

Oofta

Legend
But “sit out” after being paralyzed might not be “a couple of minutes”. It might be an hour as the three remaining players grind their way at 2/3rds speed through the encounter.

This is why almost all effects have a save at the end of your turn rider. Because it’s almost never “a couple of minutes”. It’s very often much longer.

Three hours to do two combats in my last session. And the biggest, by far, thing me sink is a couple of players who dither over every freaking action.
Yeah, we call the dithering "analysis paralysis", frequently accompanied by asking for clarification of exactly what's going on at the start of their turn. Every turn. It's followed closely by spell amnesia where the caster needs to reread every spell before casting. Doesn't matter if they actually have the spell slot to cast the spell available. Don't forget one-die-at-time-itis where that two-weapon battlemaster fighter Knocks someone prone with their first attack so they have advantage, action surge to get five attacks that round and then roll 1 die at a time. Bonus if they have a flametongue weapon and must roll weapon and fire damage separately while using a calculator to add all their numbers.

Admittedly, that last one is just my pet peeve because I have color coded dice and roll them all at once. Could be worse of course, in 3.5 I had a two weapon fighter who did 6 attacks per round (unless I was hasted, which happened frequently) and each weapon had multiple energy damage types. There were times when I had to roll twice because I couldn't hold enough dice.

But yes if people knew their characters, paid attention, used multiple dice at a time (or used averages for damage which I'm also okay with) for damage, combat could be much quicker especially at higher levels.
 


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