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<blockquote data-quote="Elder-Basilisk" data-source="post: 2797869" data-attributes="member: 3146"><p>Oh, two other things:</p><p></p><p>1. A lesson from that session on initiative: Don't run all the bad guys--or even every group of 8 or so bad guys on the same initiative and insist on keeping it that way. This leads to some very bad results. For example: Group of orcs A breaks through the palisade (costing the actions of two orcs). The other six orcs then all run through into the town before anyone who was delaying can get in their way. This is bad because it prevents an effective first round defense of any breach in the wall. Instead, you need to work your initiative system so that individual delaying PCs can act after any given foe (just like the rules say they are supposed to be able to and just like delaying NPCs can act after any given PC and before the next one).</p><p></p><p>2. One thing you may consider doing is adapting some of the rules from the D&D minis game to speed up combat. All attacks do average damage in multiples of 5, for instance. (I wouldn't recommend removing the need to confirm criticals or grouping all saves together though). My observation is that normal D&D starts to get a bit unwieldy when you have more than 20 individuals on the battlefield. D&D minis handles 24 minis quite comfortably, but probably (I've no experience here but I'm guessing) breaks down when you get more than 50 minis on the map--it's still a skirmish game with no rules for formations or units, etc remember). You might even decide to only use five foot steps for PCs and commander/champion level NPCs (the lack of a five foot step is, I think, one of the things that makes D&D minis run more quickly since it means the number of options for most figures goes down noticably).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2797869, member: 3146"] Oh, two other things: 1. A lesson from that session on initiative: Don't run all the bad guys--or even every group of 8 or so bad guys on the same initiative and insist on keeping it that way. This leads to some very bad results. For example: Group of orcs A breaks through the palisade (costing the actions of two orcs). The other six orcs then all run through into the town before anyone who was delaying can get in their way. This is bad because it prevents an effective first round defense of any breach in the wall. Instead, you need to work your initiative system so that individual delaying PCs can act after any given foe (just like the rules say they are supposed to be able to and just like delaying NPCs can act after any given PC and before the next one). 2. One thing you may consider doing is adapting some of the rules from the D&D minis game to speed up combat. All attacks do average damage in multiples of 5, for instance. (I wouldn't recommend removing the need to confirm criticals or grouping all saves together though). My observation is that normal D&D starts to get a bit unwieldy when you have more than 20 individuals on the battlefield. D&D minis handles 24 minis quite comfortably, but probably (I've no experience here but I'm guessing) breaks down when you get more than 50 minis on the map--it's still a skirmish game with no rules for formations or units, etc remember). You might even decide to only use five foot steps for PCs and commander/champion level NPCs (the lack of a five foot step is, I think, one of the things that makes D&D minis run more quickly since it means the number of options for most figures goes down noticably). [/QUOTE]
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