Greyscott
First Post
I posted this on my blog, but thought I would throw it here for wandering eyes as well...
You’re slogging through the 14th level of the Crypt of Karashtos, deep beneath the flesh funnels and bone vaults, when you encounter a group of undead: a cabal of wraiths and blazing skeletons, flanked by zombie thralls and ghoul outriders. There’s no way around, and no way to negotiate, and although the creatures do not represent a huge threat to you and your heroic band, nevertheless, you have no choice but to fight your way through their rotting hands…
And you pull out the miniatures, the DM starts meticulously drawing the map, and a long, but necessary (or at least unavoidable) battle begins…Don’t get me wrong, I love 4th Edition D&D, and I absolutely love 4E combat, but the truth is – particularly at Paragon levels and above – even “simple” battles can take a while, eating up time in a game night that is probably already stretched. I think this is a positive reflection of the great underlying game mechanics and the wonderful tactical choices players have, but any way you slice it, these great combats slow down play, never more so than when you’re pretty sure of the outcome anyway. I’ve successfully replaced combat with true Skill Challenges, I’ve incorporated Skill Challenges directly into combat as a way of streamlining the process, I’ve tossed minions out as fodder (which also serve to make the PCs feel powerful), and I’ve simply hand-waved some affairs, but none of these has quite felt “right”, and I’m not sure they’ve accurately captured the resource management aspect of the game that combats/encounters are supposed to highlight. Clearly, it can be difficult to challenge higher level PCs, but one way I believe the game is designed to do that is through appropriate Encounter design and pacing – creating a constant tension between the Party’s resources (powers, healing surges) and those resources’ availability throughout an adventuring day.
So in thinking about this, I’ve created the “Combat Challenge” – which is a hybridized Skill Challenge that uses Combat modifiers rather than Skills, and allows a DM to “short hand” combat for those situations and areas when a real battle would logically be unavoidable, but the outcome is fairly certain (and when eliminating the combat and/or foes as a whole seems so obviously transparent). This type of challenge is designed to keep the Party (and game night) moving forward without worrying about maps, miniatures, etc; while still draining some resources and not cheating the PCs out of the vicarious thrill and tension of the fight!
Please note: Use at your own peril - this has not been play-tested, but please feel free to do so, and tell me if it works or what changes you might make. Again, this was designed principally for certain types of combat situations: like a long slog through Underdark tunnels or sewers, or racing through a huge dangerous forest; fundamentally, those situations which are “high conflict”, but (given the party level), “low threat”.
COMBAT CHALLENGE
COMPLEXITY: A Combat Challenge can be any complexity, but typically a 4 or 5 works best.
DC: The DCs for the Combat Challenge are the defenses (AC, REF, FORT, and WILL) of the highest level creature in the combat, +2; or simply the creature with the best overall defenses, +2. The +2 reflects the vagaries of terrain, movement, and the powers of the creature itself. So if the Party was fighting a mixed group of Undead (as delineated above), and the highest level creature had defenses of AC: 24, REF: 22, FORT: 25, and WILL: 21, the DCs for the Combat Challenge would be AC: 26, REF: 24, FORT: 27, and WILL: 23).
THE COMBAT ROUND: THE BASICS: each player picks an At-Will or Encounter power (Dailies are addressed below) and makes an attack roll against the Challenge DC of the targeted defense. As long as 2/3 of the Party successfully hits during the Combat Round, the Party gains a Challenge success. Thus, in a 5 PC party, as long as 3 of the 5 PCs hit, the Party gets a success. In a 6 PC Party, as long as 4 of the 6 hits, etc. If “too few” of the Party tally hits for that Combat Round, the Party suffers a Challenge Failure. Successes and Failures are counted up just like a regular Skill Challenge, and PCs who use Encounter powers have to “deduct” them from their available powers for the rest of the Challenge (Note: PCs can also “burn” other Encounter powers or Feat powers that modify their To Hit rolls, or grant them additional To Hit rolls, etc).
BEYOND THE BASICS: If a PC wishes to use a Daily (attack) power he/she gains +5 to his/her To Hit roll.. If the PC spends an Action Point, or uses a Daily (combat relevant) power of a magic item, he/she automatically hits for that Combat Round. Thus, as the Party starts to accumulate a Failure or two, the PCs will be more apt to stretch their resources to succeed at the Challenge.
A Combat Round Success: The Party gains a Challenge success.
A Combat Round Failure: The Party gains a Challenge failure. And each specific PC that failed his/her Combat Round roll has a –1 cumulative penalty to the next Combat Round roll. Once that PC successfully hits, the penalty is negated.
CHALLENGE SUCCESSES: Every Challenge success adds a cumulative +1 bonus that the Party can assign to one or more PCs for his/her Combat Round roll. For instance, if the party has accumulated 4 successes, they have a cumulative +4 bonus that they can give to one PC, or split between multiple PCs. When the PCs have successfully completed the Combat Challenge, all of their Encounter powers reset, and they earn experience equal to 50% of the full XP value for the Encounter.
CHALLENGE FAILURES: Once the Party garners 2 failures, each PC has to expend a Healing Surge. On the 3rd failure, the Party has failed the Combat Challenge and each PC spends another Healing Surge. Failing the Combat Challenge does not mean the PCs are defeated however, it just means the battle did not go as easily as anticipated, and the adversaries did not die as quickly or as quietly as hoped! The Party still earns some experience equal to (only) 10% of the full XP for the Encounter, the creatures are dead, and the Party is free to move forward into the depths…
As a DM, you decided which encounters are eligible for the Combat Challenge, and then let the Players decide whether they want to fight it out round for round as normal, or just take the challenge.
You’re slogging through the 14th level of the Crypt of Karashtos, deep beneath the flesh funnels and bone vaults, when you encounter a group of undead: a cabal of wraiths and blazing skeletons, flanked by zombie thralls and ghoul outriders. There’s no way around, and no way to negotiate, and although the creatures do not represent a huge threat to you and your heroic band, nevertheless, you have no choice but to fight your way through their rotting hands…
And you pull out the miniatures, the DM starts meticulously drawing the map, and a long, but necessary (or at least unavoidable) battle begins…Don’t get me wrong, I love 4th Edition D&D, and I absolutely love 4E combat, but the truth is – particularly at Paragon levels and above – even “simple” battles can take a while, eating up time in a game night that is probably already stretched. I think this is a positive reflection of the great underlying game mechanics and the wonderful tactical choices players have, but any way you slice it, these great combats slow down play, never more so than when you’re pretty sure of the outcome anyway. I’ve successfully replaced combat with true Skill Challenges, I’ve incorporated Skill Challenges directly into combat as a way of streamlining the process, I’ve tossed minions out as fodder (which also serve to make the PCs feel powerful), and I’ve simply hand-waved some affairs, but none of these has quite felt “right”, and I’m not sure they’ve accurately captured the resource management aspect of the game that combats/encounters are supposed to highlight. Clearly, it can be difficult to challenge higher level PCs, but one way I believe the game is designed to do that is through appropriate Encounter design and pacing – creating a constant tension between the Party’s resources (powers, healing surges) and those resources’ availability throughout an adventuring day.
So in thinking about this, I’ve created the “Combat Challenge” – which is a hybridized Skill Challenge that uses Combat modifiers rather than Skills, and allows a DM to “short hand” combat for those situations and areas when a real battle would logically be unavoidable, but the outcome is fairly certain (and when eliminating the combat and/or foes as a whole seems so obviously transparent). This type of challenge is designed to keep the Party (and game night) moving forward without worrying about maps, miniatures, etc; while still draining some resources and not cheating the PCs out of the vicarious thrill and tension of the fight!
Please note: Use at your own peril - this has not been play-tested, but please feel free to do so, and tell me if it works or what changes you might make. Again, this was designed principally for certain types of combat situations: like a long slog through Underdark tunnels or sewers, or racing through a huge dangerous forest; fundamentally, those situations which are “high conflict”, but (given the party level), “low threat”.
COMBAT CHALLENGE
COMPLEXITY: A Combat Challenge can be any complexity, but typically a 4 or 5 works best.
DC: The DCs for the Combat Challenge are the defenses (AC, REF, FORT, and WILL) of the highest level creature in the combat, +2; or simply the creature with the best overall defenses, +2. The +2 reflects the vagaries of terrain, movement, and the powers of the creature itself. So if the Party was fighting a mixed group of Undead (as delineated above), and the highest level creature had defenses of AC: 24, REF: 22, FORT: 25, and WILL: 21, the DCs for the Combat Challenge would be AC: 26, REF: 24, FORT: 27, and WILL: 23).
THE COMBAT ROUND: THE BASICS: each player picks an At-Will or Encounter power (Dailies are addressed below) and makes an attack roll against the Challenge DC of the targeted defense. As long as 2/3 of the Party successfully hits during the Combat Round, the Party gains a Challenge success. Thus, in a 5 PC party, as long as 3 of the 5 PCs hit, the Party gets a success. In a 6 PC Party, as long as 4 of the 6 hits, etc. If “too few” of the Party tally hits for that Combat Round, the Party suffers a Challenge Failure. Successes and Failures are counted up just like a regular Skill Challenge, and PCs who use Encounter powers have to “deduct” them from their available powers for the rest of the Challenge (Note: PCs can also “burn” other Encounter powers or Feat powers that modify their To Hit rolls, or grant them additional To Hit rolls, etc).
BEYOND THE BASICS: If a PC wishes to use a Daily (attack) power he/she gains +5 to his/her To Hit roll.. If the PC spends an Action Point, or uses a Daily (combat relevant) power of a magic item, he/she automatically hits for that Combat Round. Thus, as the Party starts to accumulate a Failure or two, the PCs will be more apt to stretch their resources to succeed at the Challenge.
A Combat Round Success: The Party gains a Challenge success.
A Combat Round Failure: The Party gains a Challenge failure. And each specific PC that failed his/her Combat Round roll has a –1 cumulative penalty to the next Combat Round roll. Once that PC successfully hits, the penalty is negated.
CHALLENGE SUCCESSES: Every Challenge success adds a cumulative +1 bonus that the Party can assign to one or more PCs for his/her Combat Round roll. For instance, if the party has accumulated 4 successes, they have a cumulative +4 bonus that they can give to one PC, or split between multiple PCs. When the PCs have successfully completed the Combat Challenge, all of their Encounter powers reset, and they earn experience equal to 50% of the full XP value for the Encounter.
CHALLENGE FAILURES: Once the Party garners 2 failures, each PC has to expend a Healing Surge. On the 3rd failure, the Party has failed the Combat Challenge and each PC spends another Healing Surge. Failing the Combat Challenge does not mean the PCs are defeated however, it just means the battle did not go as easily as anticipated, and the adversaries did not die as quickly or as quietly as hoped! The Party still earns some experience equal to (only) 10% of the full XP for the Encounter, the creatures are dead, and the Party is free to move forward into the depths…
As a DM, you decided which encounters are eligible for the Combat Challenge, and then let the Players decide whether they want to fight it out round for round as normal, or just take the challenge.