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General Tabletop Discussion
*Dungeons & Dragons
attrition mechanic
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<blockquote data-quote="Skyscraper" data-source="post: 6903571" data-attributes="member: 48518"><p>I haven't read beyond page 1 of this thread, but I would reconsider your approach if I were you.</p><p></p><p>Your problem as I understand it is that you wish to avoid boring portions of the adventure. To you, these are exploration and meaningless random encounters.</p><p></p><p>What you need to do, is make all encounters meaningful to you and to your story. This is what I do, a few rare exceptions aside. Prepare the encounters in advance. For example, you can select among the encounters, some that you find fit within the story. E.g. if they party is threading through the forest, perhaps the meet with savages (e.g. elves or humans) that could become allies? Or with ogres that are, in fact, keeping some slaves for the BBEG?</p><p></p><p>If you want your fights to be from one BBEG to the next, then your story is perhaps what needs tinkering. If it's not that, if you accept that there can be other challenges, then it's up to you to invent a story element that fits your game. I've had some memorable recurring villains start of as a standard captain of a patrol, or the like. What can you make of a standard patrol captain? Is he a boring stereotype, or will he have some depth and personality? Perhaps ambitions of his own? Perhaps a sadistic twist? Perhaps he's a good man in an evil army?</p><p></p><p>I totally agree with you in wanting to avoid meaningless encounters. I disagree with forcing some attrition mechanic on the players over which the players have no control. I would totally be ticked off if my DM were to do this, in a major way.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6903571, member: 48518"] I haven't read beyond page 1 of this thread, but I would reconsider your approach if I were you. Your problem as I understand it is that you wish to avoid boring portions of the adventure. To you, these are exploration and meaningless random encounters. What you need to do, is make all encounters meaningful to you and to your story. This is what I do, a few rare exceptions aside. Prepare the encounters in advance. For example, you can select among the encounters, some that you find fit within the story. E.g. if they party is threading through the forest, perhaps the meet with savages (e.g. elves or humans) that could become allies? Or with ogres that are, in fact, keeping some slaves for the BBEG? If you want your fights to be from one BBEG to the next, then your story is perhaps what needs tinkering. If it's not that, if you accept that there can be other challenges, then it's up to you to invent a story element that fits your game. I've had some memorable recurring villains start of as a standard captain of a patrol, or the like. What can you make of a standard patrol captain? Is he a boring stereotype, or will he have some depth and personality? Perhaps ambitions of his own? Perhaps a sadistic twist? Perhaps he's a good man in an evil army? I totally agree with you in wanting to avoid meaningless encounters. I disagree with forcing some attrition mechanic on the players over which the players have no control. I would totally be ticked off if my DM were to do this, in a major way. [/QUOTE]
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