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Combats in 3.5/4E vs older editions
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4593383" data-attributes="member: 35909"><p>A lot of good advice so far, considering your issues you may want to try doing E6, or E8, or wherever you think the problems tend to start. (In short: cut off progession at the indicated level, and instead the PCs get feats every so many xp, with expanded feat options to get 1/day casting of a spell of the next spell level, class features they just barely missed getting due to level cutoff, etc...)</p><p></p><p>If you really are nostalgic of 2E, maybe you should try and get your group to try it out again for a few sessions. Then at least you'll know if you really do like the older systems better or it was just nostalga. <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>Beyond that, I liked the examples given to speed up casting a spell, with simultaneous rolling and the player giving DC info from the start. I do that. While it is hard to run a large skirmish (10+ NPCs against the party, as an arbitrary definition) and I'd certainly never want the ~100 you had in the 2E game, it is possible to speed things up a bit. For one thing, surely some of the monsters will act in consecutive initiative order, so it helps if you stick to groups of mostly the same type, or at least o more than 2-3 different kinds of monster. It also helps if you split their attacks up in such a way that it can be resolved simultaneously, so that the success/failure of one monster's actions don't impact the next one's in line.</p><p></p><p>So... you have 8 lizardfolk and 3 minotaurs facing the party, for example. Initiative gives something like (PC 1-2, Lizard 1-4, PC 3, Minotaur 1, PC 4, Lizard 5-6, Minotaur 2-3, PC 5, Lizard 7-8). Each block of same NPCs can have their d20 rolls made simulataneously and with the same exact bonuses -- the first 4 lizardfolk can all fire bows, could be at the same or a different PC, bow shots are unlikely to kill anyway; Minotaur 1 swipes at the PC that charged him before he could gore (curses!); by now lizard 5-6 may be in melee with PCs who singled out foes that hadn't acted yet to try and kill them, o they do the same melee routine to a different PC; at the same time you roll for that, add in two more as the minotaurs charge (into flank, if possible); the last two lizard folk either join the melee, moving around into a flank instead of straight-line charging, or take bow shots at the PC casters still out of melee, again simultaneously.</p><p></p><p></p><p></p><p>In any case, if you mostly like the 3E rules system but don't like how complicated it gets or dealing with double digit levels, it's probably best to just stick with what you like and cut out or limit what you don't.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4593383, member: 35909"] A lot of good advice so far, considering your issues you may want to try doing E6, or E8, or wherever you think the problems tend to start. (In short: cut off progession at the indicated level, and instead the PCs get feats every so many xp, with expanded feat options to get 1/day casting of a spell of the next spell level, class features they just barely missed getting due to level cutoff, etc...) If you really are nostalgic of 2E, maybe you should try and get your group to try it out again for a few sessions. Then at least you'll know if you really do like the older systems better or it was just nostalga. :) Beyond that, I liked the examples given to speed up casting a spell, with simultaneous rolling and the player giving DC info from the start. I do that. While it is hard to run a large skirmish (10+ NPCs against the party, as an arbitrary definition) and I'd certainly never want the ~100 you had in the 2E game, it is possible to speed things up a bit. For one thing, surely some of the monsters will act in consecutive initiative order, so it helps if you stick to groups of mostly the same type, or at least o more than 2-3 different kinds of monster. It also helps if you split their attacks up in such a way that it can be resolved simultaneously, so that the success/failure of one monster's actions don't impact the next one's in line. So... you have 8 lizardfolk and 3 minotaurs facing the party, for example. Initiative gives something like (PC 1-2, Lizard 1-4, PC 3, Minotaur 1, PC 4, Lizard 5-6, Minotaur 2-3, PC 5, Lizard 7-8). Each block of same NPCs can have their d20 rolls made simulataneously and with the same exact bonuses -- the first 4 lizardfolk can all fire bows, could be at the same or a different PC, bow shots are unlikely to kill anyway; Minotaur 1 swipes at the PC that charged him before he could gore (curses!); by now lizard 5-6 may be in melee with PCs who singled out foes that hadn't acted yet to try and kill them, o they do the same melee routine to a different PC; at the same time you roll for that, add in two more as the minotaurs charge (into flank, if possible); the last two lizard folk either join the melee, moving around into a flank instead of straight-line charging, or take bow shots at the PC casters still out of melee, again simultaneously. In any case, if you mostly like the 3E rules system but don't like how complicated it gets or dealing with double digit levels, it's probably best to just stick with what you like and cut out or limit what you don't. [/QUOTE]
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