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<blockquote data-quote="EzekielRaiden" data-source="post: 9737450" data-attributes="member: 6790260"><p>Okay, but the issue there is the meaninglessness.</p><p></p><p>Don't do meaningless encounters.</p><p></p><p>That's why 4e aimed for making all encounters set pieces. I think that aim was slightly off the mark, but not because making set-piece encounters great was bad. It's because there's still some value in nickel-and-dime encounters <em>if</em> the rules are built for it and the GM uses them judiciously.</p><p></p><p>That's why one of my other things, that I've been asking for since the days of "D&D Next", is what I call "Skirmish" rules. Ultra-fast, ultra-simple combats designed to be resolved in only a couple of rolls from each player. They are to regular combats, as group skill checks are to Skill Challenges: regular combats and SCs are both formal affairs where mechanics are relevant and guide the experience in a satisfying and mechanically-engaging way, while group skill checks and Skirmishes are small, quick, focused affairs that get out a burst of action very quickly and then move along. Characters can do things like expending HD (or Surges, if I had my druthers), spell slots, Superiority Dice, etc. to either reroll a die or auto-succeed; failure just means they get <em>hurt</em>, not outright KO'd/killed, unless they were already pushing their luck (e.g. you go in with 10 HP, all HD spent, no Second Wind, no healing spells, <em>nothing</em>--yeah, you're courting death at that point.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9737450, member: 6790260"] Okay, but the issue there is the meaninglessness. Don't do meaningless encounters. That's why 4e aimed for making all encounters set pieces. I think that aim was slightly off the mark, but not because making set-piece encounters great was bad. It's because there's still some value in nickel-and-dime encounters [I]if[/I] the rules are built for it and the GM uses them judiciously. That's why one of my other things, that I've been asking for since the days of "D&D Next", is what I call "Skirmish" rules. Ultra-fast, ultra-simple combats designed to be resolved in only a couple of rolls from each player. They are to regular combats, as group skill checks are to Skill Challenges: regular combats and SCs are both formal affairs where mechanics are relevant and guide the experience in a satisfying and mechanically-engaging way, while group skill checks and Skirmishes are small, quick, focused affairs that get out a burst of action very quickly and then move along. Characters can do things like expending HD (or Surges, if I had my druthers), spell slots, Superiority Dice, etc. to either reroll a die or auto-succeed; failure just means they get [I]hurt[/I], not outright KO'd/killed, unless they were already pushing their luck (e.g. you go in with 10 HP, all HD spent, no Second Wind, no healing spells, [I]nothing[/I]--yeah, you're courting death at that point.) [/QUOTE]
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