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<blockquote data-quote="Blue" data-source="post: 6286654" data-attributes="member: 20564"><p>Backgrounds do require players not to be jerks, lucky something I don't have to deal with. Actually, my biggest problem was players with either too narrow backgrounds or overlapping backgrounds. One had three backgrounds that were about 80% overlap, needed to understand that they were supposed to be wider than 3.5 skills.</p><p></p><p>Monsters are simple and fast. Haven't been "too simple" by a long shot, but we're still in Adventurer tier. The "nature even/odd/hit/miss/16+/etc" actually keeps things hopping more than you'd expect. "10 of the same creature for three combats in a row" would get boring. But mixing up mooks (so much cooler than minions) and various creatures it's plenty going on. Once you're past a threshold, it's too much for the players to hold all the different things going on in their heads, adding more just adds complexity for the DM without adding to the variety.</p><p></p><p>I want to pussyfoot a little around the term "tactical play". It doesn't default to a battlemap, so if that's required for the definition of tactical play, it doesn't. But I consider it does. It's got engaging/disengaging, distance, intercepting foes, movement, etc. All the hallmarks of tactical play, if you mean that the tactics of positioning and actions in combat are important.</p></blockquote><p></p>
[QUOTE="Blue, post: 6286654, member: 20564"] Backgrounds do require players not to be jerks, lucky something I don't have to deal with. Actually, my biggest problem was players with either too narrow backgrounds or overlapping backgrounds. One had three backgrounds that were about 80% overlap, needed to understand that they were supposed to be wider than 3.5 skills. Monsters are simple and fast. Haven't been "too simple" by a long shot, but we're still in Adventurer tier. The "nature even/odd/hit/miss/16+/etc" actually keeps things hopping more than you'd expect. "10 of the same creature for three combats in a row" would get boring. But mixing up mooks (so much cooler than minions) and various creatures it's plenty going on. Once you're past a threshold, it's too much for the players to hold all the different things going on in their heads, adding more just adds complexity for the DM without adding to the variety. I want to pussyfoot a little around the term "tactical play". It doesn't default to a battlemap, so if that's required for the definition of tactical play, it doesn't. But I consider it does. It's got engaging/disengaging, distance, intercepting foes, movement, etc. All the hallmarks of tactical play, if you mean that the tactics of positioning and actions in combat are important. [/QUOTE]
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