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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Bringing Back the Fighting Man
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<blockquote data-quote="Cruentus" data-source="post: 9452575" data-attributes="member: 7034645"><p>I think because [USER=7026594]@Mannahnin[/USER] and I were in the "cost of elephants" thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Now that it got moved, I'll answer here: In OSE, I haven't had any "slogs" per se, where fighting was bogged down for hours. We can play through larger fights without too much trouble. We use weapons Specialization and Fighter Combat Talents (Cleave, or its equivalent is in there), and with less levers and buttons, turns go quick and the fights resolve. Doesn't mean it might not be a 10 or 20 round fight, but its quick. Morale also plays a part here, as does parties knowing not to engage the 100 orc random encounter. Discretion and valor something something. </p><p></p><p>I agree [USER=6799660]@Willie the Duck[/USER] about the 'all done but the shouting'. When the party gets to the finale of the adventure or the dungeon, we didn't really drag it out by creeping our way back out. The rest of the enemies knew the bad guy had fallen, and took off or stayed quiet and out of sight. </p><p></p><p>I tried to use those Alt rest rules in 5e, but would have liked a few more examples of how it works in the DMG. I didn't have the guts to pull the trigger on that one. But even with Gritty Realism and Slow Healing, 5e didn't give us the gameplay we wanted, hence the move to OSE (Advanced), where those little tweaks and things can slot in, and not disrupt other elements.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9452575, member: 7034645"] I think because [USER=7026594]@Mannahnin[/USER] and I were in the "cost of elephants" thread. :) Now that it got moved, I'll answer here: In OSE, I haven't had any "slogs" per se, where fighting was bogged down for hours. We can play through larger fights without too much trouble. We use weapons Specialization and Fighter Combat Talents (Cleave, or its equivalent is in there), and with less levers and buttons, turns go quick and the fights resolve. Doesn't mean it might not be a 10 or 20 round fight, but its quick. Morale also plays a part here, as does parties knowing not to engage the 100 orc random encounter. Discretion and valor something something. I agree [USER=6799660]@Willie the Duck[/USER] about the 'all done but the shouting'. When the party gets to the finale of the adventure or the dungeon, we didn't really drag it out by creeping our way back out. The rest of the enemies knew the bad guy had fallen, and took off or stayed quiet and out of sight. I tried to use those Alt rest rules in 5e, but would have liked a few more examples of how it works in the DMG. I didn't have the guts to pull the trigger on that one. But even with Gritty Realism and Slow Healing, 5e didn't give us the gameplay we wanted, hence the move to OSE (Advanced), where those little tweaks and things can slot in, and not disrupt other elements. [/QUOTE]
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Bringing Back the Fighting Man
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