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<blockquote data-quote="DND_Reborn" data-source="post: 7875167" data-attributes="member: 6987520"><p>If I write my supplemental rules systems I think you will like it a lot!</p><p></p><p>1. Combat isn't boring if done right IMO. We had a single combat that took 4 hours (we play <em>LONG</em> sessions, like 10-16 hours typically) at the end of our game Saturday night. It was INTENSE! Our 5 PCs (roughly 11th level but mostly MCings) versus 4 drow, two hill giants, two ogres, and a cave bear..., and then throw in a yochlol and a shadow demon! The DM warned us before hand (we had scouted out the situation so knew mostly what we were getting into) that this could be a TPK, but we had a good plan and thought we would have a better chance with the element of surprise.</p><p></p><p>We lost.</p><p></p><p>4 PCs down and making death saves. The last PC forced to surrender as one of the drow warriors threatened to kill one of the PCs if she didn't. She tried to bargain, the drow thrust his sword into the monk, giving two failed death saves instantly. She immediately dropped her weapon and was taken.</p><p></p><p>Now, we had to decide... is the game over? or do we want to play out an attempt to escape? It seems hopeless, but we've decided to play it out next weekend.</p><p></p><p>My point is, even non-insane encounters can have great combat. Sure, sometimes it is routine, a back-and-forth, but not often at our table. The DM sets up the encounters and uses environment (even weather) and other factors to make it more entertaining. Given our long sessions, we usually have 3-8 combats per session.</p><p></p><p>2. Yep. This is one reason why I want to write my rules supplement. You can grapple, but it doesn't do much unless you also knock your opponent prone. And there is very little in the way of progressing from a grapple to the restrained condition. We had two ogres in another encounter grapple our sorcerer, so the DM prevented him from doing somantic spells, but RAW that isn't the case. Seems "incomplete", most of the rules...</p><p></p><p>3. The surprise round isn't <em>gone</em> so much as <em>hidden</em> IMO. We commonly, not always, have one or more individuals (both PCs and enemies) surprised. That means everyone rolls initiative. If you are surprised, you cannot take any reactions until your turn comes. When your turn comes, you cannot act at all. (You're surprised... so that makes sense.) After your first turn, you can make reactions and act on your initiative normally.</p><p></p><p>Is your DM doing it differently?</p><p></p><p>And I agree with a lot of your other points as well. <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></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7875167, member: 6987520"] If I write my supplemental rules systems I think you will like it a lot! 1. Combat isn't boring if done right IMO. We had a single combat that took 4 hours (we play [I]LONG[/I] sessions, like 10-16 hours typically) at the end of our game Saturday night. It was INTENSE! Our 5 PCs (roughly 11th level but mostly MCings) versus 4 drow, two hill giants, two ogres, and a cave bear..., and then throw in a yochlol and a shadow demon! The DM warned us before hand (we had scouted out the situation so knew mostly what we were getting into) that this could be a TPK, but we had a good plan and thought we would have a better chance with the element of surprise. We lost. 4 PCs down and making death saves. The last PC forced to surrender as one of the drow warriors threatened to kill one of the PCs if she didn't. She tried to bargain, the drow thrust his sword into the monk, giving two failed death saves instantly. She immediately dropped her weapon and was taken. Now, we had to decide... is the game over? or do we want to play out an attempt to escape? It seems hopeless, but we've decided to play it out next weekend. My point is, even non-insane encounters can have great combat. Sure, sometimes it is routine, a back-and-forth, but not often at our table. The DM sets up the encounters and uses environment (even weather) and other factors to make it more entertaining. Given our long sessions, we usually have 3-8 combats per session. 2. Yep. This is one reason why I want to write my rules supplement. You can grapple, but it doesn't do much unless you also knock your opponent prone. And there is very little in the way of progressing from a grapple to the restrained condition. We had two ogres in another encounter grapple our sorcerer, so the DM prevented him from doing somantic spells, but RAW that isn't the case. Seems "incomplete", most of the rules... 3. The surprise round isn't [I]gone[/I] so much as [I]hidden[/I] IMO. We commonly, not always, have one or more individuals (both PCs and enemies) surprised. That means everyone rolls initiative. If you are surprised, you cannot take any reactions until your turn comes. When your turn comes, you cannot act at all. (You're surprised... so that makes sense.) After your first turn, you can make reactions and act on your initiative normally. Is your DM doing it differently? And I agree with a lot of your other points as well. :) [/QUOTE]
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