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Combat takes way too long?
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<blockquote data-quote="Verdande" data-source="post: 5121639" data-attributes="member: 69093"><p>My players aren't satisfied with combat. </p><p></p><p></p><p>A little backstory- We've all played Dark Heresy and Warhammer Fantasy Roleplay and 0e retroclones. Some of us have played AD&D and some White Wolf games, like Mage. We're used to systems where death is possible and gruesome, where combat can take maybe three rounds before somebody's dead.</p><p></p><p>But in 4e, it honestly feels like we're hitting dudes with Nerf bats instead of swords. My brother, who I've been playing roleplaying games with since we were both wee lads, asked how in the world goblins had 30 hit points.</p><p></p><p>My girlfriend wondered why she shot a man with a <em>Scorching Burst</em> and it only gave him what amounted to a scratch.</p><p></p><p>I'm the same way, honestly. I'm used to (spoiled by?) combats that last maybe a handful of rounds, and are over in maybe fifteen minutes. I'm using a good number of minions, and a mix of monster types whenever I can. A couple of skirmishers, a soldier or two, and maybe some artillery or a lurker. </p><p></p><p>I even have some enemies flee when their buddies are (eventually) cut down. I make sub-optimal strategies for them, like having them get charged by skirmishers, or having soldiers move less than they're able.</p><p></p><p>But I digress. Is there any good way to make combat feel more "lethal" without overly affecting game balance?</p></blockquote><p></p>
[QUOTE="Verdande, post: 5121639, member: 69093"] My players aren't satisfied with combat. A little backstory- We've all played Dark Heresy and Warhammer Fantasy Roleplay and 0e retroclones. Some of us have played AD&D and some White Wolf games, like Mage. We're used to systems where death is possible and gruesome, where combat can take maybe three rounds before somebody's dead. But in 4e, it honestly feels like we're hitting dudes with Nerf bats instead of swords. My brother, who I've been playing roleplaying games with since we were both wee lads, asked how in the world goblins had 30 hit points. My girlfriend wondered why she shot a man with a [i]Scorching Burst[/i] and it only gave him what amounted to a scratch. I'm the same way, honestly. I'm used to (spoiled by?) combats that last maybe a handful of rounds, and are over in maybe fifteen minutes. I'm using a good number of minions, and a mix of monster types whenever I can. A couple of skirmishers, a soldier or two, and maybe some artillery or a lurker. I even have some enemies flee when their buddies are (eventually) cut down. I make sub-optimal strategies for them, like having them get charged by skirmishers, or having soldiers move less than they're able. But I digress. Is there any good way to make combat feel more "lethal" without overly affecting game balance? [/QUOTE]
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