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A radical solution for dealing with 4e grind - halve ALL HP
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<blockquote data-quote="Gort" data-source="post: 4764126" data-attributes="member: 11239"><p>I'd probably play out a few practice combats (with your players, or on your own) just to see if it does what you want it to.</p><p></p><p>My concerns might be that focussing attacks on individuals would become too powerful - it might be easily possible for monsters played well to take out the party leader in one round, before players have a chance to do anything.</p><p></p><p>Combat will certainly go quicker, but it may become more fatal than you would like it to be.</p><p></p><p>If you try it though, please report back in this thread to let us know how it went!</p><p></p><p></p><p><u>Tips for faster combats in general</u></p><p></p><p>It may be that your party is just too defensive in makeup, perhaps? If you have a defender who uses a shield, or just not many strikers in general, combats will take longer to resolve. </p><p></p><p>Maybe encouraging your players toward more damaging builds would help them chop through the monsters faster? </p><p></p><p>Another thought might be to have your monsters flee or surrender if they are bloodied and the fight doesn't look like it'll have a tense resolution. </p><p></p><p>Perhaps encouraging your players to use the intimidate skill (chance to make enemies surrender if they are bloodied) could speed the ending up a bit as well.</p><p></p><p>Your monsters may also be too defensive - soldiers in particular are supposed to be extremely hard to kill and do low amounts of damage. Try swapping brutes, lurker or skirmishers for soldiers wherever possible.</p><p></p><p>Don't use over-levelled solos. Solos gain a lot of defense and HP when you put them above the party level. Instead, run a solo monster of the party level, but give him some backup. He's a powerful monster, give him some flunkies to back him up. Artillery is good for this.</p></blockquote><p></p>
[QUOTE="Gort, post: 4764126, member: 11239"] I'd probably play out a few practice combats (with your players, or on your own) just to see if it does what you want it to. My concerns might be that focussing attacks on individuals would become too powerful - it might be easily possible for monsters played well to take out the party leader in one round, before players have a chance to do anything. Combat will certainly go quicker, but it may become more fatal than you would like it to be. If you try it though, please report back in this thread to let us know how it went! [u]Tips for faster combats in general[/u] It may be that your party is just too defensive in makeup, perhaps? If you have a defender who uses a shield, or just not many strikers in general, combats will take longer to resolve. Maybe encouraging your players toward more damaging builds would help them chop through the monsters faster? Another thought might be to have your monsters flee or surrender if they are bloodied and the fight doesn't look like it'll have a tense resolution. Perhaps encouraging your players to use the intimidate skill (chance to make enemies surrender if they are bloodied) could speed the ending up a bit as well. Your monsters may also be too defensive - soldiers in particular are supposed to be extremely hard to kill and do low amounts of damage. Try swapping brutes, lurker or skirmishers for soldiers wherever possible. Don't use over-levelled solos. Solos gain a lot of defense and HP when you put them above the party level. Instead, run a solo monster of the party level, but give him some backup. He's a powerful monster, give him some flunkies to back him up. Artillery is good for this. [/QUOTE]
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