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General Tabletop Discussion
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Didn’t Mike Mearls propose a one-roll combat encounter?
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<blockquote data-quote="overgeeked" data-source="post: 8631394" data-attributes="member: 86653"><p>Yes, absolutely. That's infinitely more interesting than chucking dice for an hour to finally get to an inevitable "you win".</p><p></p><p>Yeah. Even deadly combat is wildly imbalanced in favor of the PCs. Use the adventuring day as more of a guide. Something like 2-3 deadly encounters worth of monsters in one combat is about what the game's balanced around. 2-3 fights, short rest, 2-3 fights, short rest, 2-3 harder fights, long rest. So we should start with those 2-3 fights, or those 2-3 harder fights as the baseline.</p><p></p><p>Perfect. Then maybe the players would be more engaged and thinking instead of mindlessly charging the next set of pushover monsters standing in their way. I'd much rather they spend 20 minutes coming up with a devastating plan that will avoid a fight or cripple their enemies, and playing through that than even one more slog of pointlessly throwing dice for a combat the PCs basically cannot lose unless they do something dramatically stupid.</p><p></p><p>I think we're defining tactics differently then. A strategy is your plan, your goal whereas tactics are the specific things you do, or actions you take to achieve your goal. Tactics are not limited to after initiative is rolled. They can happen before initiative is rolled. And if they're good tactics, they can prevent initiative from being rolled. To me, that's perfect. I want that. I'd much rather thinking and engaged players being smart to avoid combat than have them endlessly, mindlessly charging into the next combat as if they're immortal...which they effectively are because of the default assumption of 5E. Combat as sport is boring and dull; combat as war is much more engaging and fun.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8631394, member: 86653"] Yes, absolutely. That's infinitely more interesting than chucking dice for an hour to finally get to an inevitable "you win". Yeah. Even deadly combat is wildly imbalanced in favor of the PCs. Use the adventuring day as more of a guide. Something like 2-3 deadly encounters worth of monsters in one combat is about what the game's balanced around. 2-3 fights, short rest, 2-3 fights, short rest, 2-3 harder fights, long rest. So we should start with those 2-3 fights, or those 2-3 harder fights as the baseline. Perfect. Then maybe the players would be more engaged and thinking instead of mindlessly charging the next set of pushover monsters standing in their way. I'd much rather they spend 20 minutes coming up with a devastating plan that will avoid a fight or cripple their enemies, and playing through that than even one more slog of pointlessly throwing dice for a combat the PCs basically cannot lose unless they do something dramatically stupid. I think we're defining tactics differently then. A strategy is your plan, your goal whereas tactics are the specific things you do, or actions you take to achieve your goal. Tactics are not limited to after initiative is rolled. They can happen before initiative is rolled. And if they're good tactics, they can prevent initiative from being rolled. To me, that's perfect. I want that. I'd much rather thinking and engaged players being smart to avoid combat than have them endlessly, mindlessly charging into the next combat as if they're immortal...which they effectively are because of the default assumption of 5E. Combat as sport is boring and dull; combat as war is much more engaging and fun. [/QUOTE]
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Didn’t Mike Mearls propose a one-roll combat encounter?
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