Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
De-emphasizing Combat (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="overgeeked" data-source="post: 8451844" data-attributes="member: 86653"><p>The vast majority of combats in D&D are there simply to expend the PCs' resources before getting to the "big fights". The suggested 6-8 fights in a day with two short rests spread between them...yeah, maybe...<em>maybe</em> 1-2 of those fights are going to be important. The rest are filler.</p><p></p><p>I have two ideas for handling this.</p><p></p><p>First, you could borrow from The One Ring and Adventures in Middle Earth journey rules and have the filler combats work as a skill challenge that reduces the PCs' resources and dumps them into the first round of meaningful combat. This would have the effect of reducing the amount of actual combat you have to play through while also maintaining the resource depletion and management that's meant to go along with all that fighting...and still have the 1-2 meaningful fights. The longer the filler before the main event to more successes you’d need...and the more resources you'd expend getting there.</p><p></p><p>Second, run everything as skill challenges. Though you’d want a far looser and more free-flowing version than found in 4E.</p><p></p><p>Either way, combat as a skill challenge is fairly easy to do. Depending on how granular you want to go, you can either assign a number of successful checks it takes to remove a single combatant (this goblin takes 1 success, that orc takes 2, that gnoll takes 4, etc), or assign a number of successes for the whole fight (you're fighting 16 successes worth of orcs, go). Once that number has been reached, either the combatant is defeated or the combat is won (or lost).</p><p></p><p>Treat crits or near max damage rolls as 2 successes. And run it just like the 3-step play loop presented for the rest of the game. The DM describes the environment, the players announce intended actions, and the DM narrates the outcome. </p><p></p><p>Let the PCs burn resources for automatic successes, to succeed at cost, or to avoid the consequences of a failure. Examples. The wizard doesn't want to deal with the mass of goblins to burns 3rd-level slot to fireball a group to auto succeed, and eliminate several goblins. The rogue fails their pick locks check but wants to succeed so they burn the resource of their lock picks to succeed at cost. Avoiding the consequence of failure is the old notion of splintered shields. You would otherwise take a nasty hit so you destroy your shield to negate that hit. Consequences for failing rolls is resources (as above), hit points, hit dice, and increasing the number of successes required to beat the skill challenge, i.e. the situation gets worse, reinforcements come, the enemy leader casts a healing spell, whatever makes sense in the fiction.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8451844, member: 86653"] The vast majority of combats in D&D are there simply to expend the PCs' resources before getting to the "big fights". The suggested 6-8 fights in a day with two short rests spread between them...yeah, maybe...[I]maybe[/I] 1-2 of those fights are going to be important. The rest are filler. I have two ideas for handling this. First, you could borrow from The One Ring and Adventures in Middle Earth journey rules and have the filler combats work as a skill challenge that reduces the PCs' resources and dumps them into the first round of meaningful combat. This would have the effect of reducing the amount of actual combat you have to play through while also maintaining the resource depletion and management that's meant to go along with all that fighting...and still have the 1-2 meaningful fights. The longer the filler before the main event to more successes you’d need...and the more resources you'd expend getting there. Second, run everything as skill challenges. Though you’d want a far looser and more free-flowing version than found in 4E. Either way, combat as a skill challenge is fairly easy to do. Depending on how granular you want to go, you can either assign a number of successful checks it takes to remove a single combatant (this goblin takes 1 success, that orc takes 2, that gnoll takes 4, etc), or assign a number of successes for the whole fight (you're fighting 16 successes worth of orcs, go). Once that number has been reached, either the combatant is defeated or the combat is won (or lost). Treat crits or near max damage rolls as 2 successes. And run it just like the 3-step play loop presented for the rest of the game. The DM describes the environment, the players announce intended actions, and the DM narrates the outcome. Let the PCs burn resources for automatic successes, to succeed at cost, or to avoid the consequences of a failure. Examples. The wizard doesn't want to deal with the mass of goblins to burns 3rd-level slot to fireball a group to auto succeed, and eliminate several goblins. The rogue fails their pick locks check but wants to succeed so they burn the resource of their lock picks to succeed at cost. Avoiding the consequence of failure is the old notion of splintered shields. You would otherwise take a nasty hit so you destroy your shield to negate that hit. Consequences for failing rolls is resources (as above), hit points, hit dice, and increasing the number of successes required to beat the skill challenge, i.e. the situation gets worse, reinforcements come, the enemy leader casts a healing spell, whatever makes sense in the fiction. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
De-emphasizing Combat (+)
Top