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Decapitation and lethality in your game
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<blockquote data-quote="Bawylie" data-source="post: 7567981" data-attributes="member: 6776133"><p>I didn’t really have any mitigating design rules in mind. When I set out to make the game more lethal, I didn’t intend players to stand-n-soak through combats. I fully intended them to carefully pick their battles, how they engage their enemies, etc. </p><p></p><p>For instance the Valor Bard in the party is constantly saying, “if we do this right, only the fighter gets attacked.” And they try smack and dash to preferred terrain, choke points, or areas where whatever enemy they’re fighting loses their edge. </p><p></p><p>A very popular tactic is to set ambushes and try like hell to inflict the poisoned condition on the spiciest enemy. </p><p></p><p>What they rarely, rarely do is stay in place where the encounter begins. And when they must, I’ve seen the fighter take the dodge action, or the bard try to mess with incoming attacks. So they hold, tactically, like a round while they reposition the rogue, etc. </p><p></p><p>Now, if there WERE a monk operating in this system, I imagine they would also be less of a front liner and much more of a skirmisher. There’s a lot more in the monk kit than AC. The extra movement and stunning strike would be great just to start. A shadow path subclass might bend that monk more toward getting into such a position and debilitating the enemy in a way that subsequent called shots are easier to execute. And an open hand monk can reposition enemies or prevent OAs, and that’s key in a system where attacks can be very lethal. </p><p></p><p>Anyway, I imagine that the monk player would adapt to the situation along the same lines that the other players have. Which is what you want if you’re playing a “lethal” game.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7567981, member: 6776133"] I didn’t really have any mitigating design rules in mind. When I set out to make the game more lethal, I didn’t intend players to stand-n-soak through combats. I fully intended them to carefully pick their battles, how they engage their enemies, etc. For instance the Valor Bard in the party is constantly saying, “if we do this right, only the fighter gets attacked.” And they try smack and dash to preferred terrain, choke points, or areas where whatever enemy they’re fighting loses their edge. A very popular tactic is to set ambushes and try like hell to inflict the poisoned condition on the spiciest enemy. What they rarely, rarely do is stay in place where the encounter begins. And when they must, I’ve seen the fighter take the dodge action, or the bard try to mess with incoming attacks. So they hold, tactically, like a round while they reposition the rogue, etc. Now, if there WERE a monk operating in this system, I imagine they would also be less of a front liner and much more of a skirmisher. There’s a lot more in the monk kit than AC. The extra movement and stunning strike would be great just to start. A shadow path subclass might bend that monk more toward getting into such a position and debilitating the enemy in a way that subsequent called shots are easier to execute. And an open hand monk can reposition enemies or prevent OAs, and that’s key in a system where attacks can be very lethal. Anyway, I imagine that the monk player would adapt to the situation along the same lines that the other players have. Which is what you want if you’re playing a “lethal” game. [/QUOTE]
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