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*TTRPGs General
DMs: Managing your (4e) combats
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<blockquote data-quote="Benimoto" data-source="post: 4527613" data-attributes="member: 40093"><p>This is good advice and I found it revealing that my own group has a tendency do do this. We use fuzzy pipe cleaner rings hooked on top of a mini, but sometimes 3-4 pile up on top of the same mini and it just gets silly. I think bloodied markers are helpful guidance for who the leaders need to heal/buff and which monsters the strikers need to finish off. But other stuff like quarries/curses/etc may just be unnecessary.</p><p></p><p></p><p>Yes, exactly. Some of the best sessions I've DMed, worked because I was able to keep my energy level high. When the DM acts interested and keeps things moving, the players pick up on it and it forms a kind of positive feedback loop that can really help a session turn from good to great.</p><p></p><p></p><p>Right. I think that this is particularly effective with solo monsters (and to some extent, elites). It's easy for many of them to get locked down and turn the battle into a drawn out, static roll-off. I've found myself occasionally trimming their HP, but I think a change in tactics can be equally effective. Turn solo/elite monsters' high defenses and HP to your advantage and make them into rampaging juggernauts that move wherever they want on the battlefield, heedless of their personal safety. Make sure everyone on the battlefield is afraid of them. If it means that they die 10-25% quicker because of the extra attacks they're drawing, that's really okay. Try to have an exciting, dynamic battle that ends on a high note, rather than a long, drawn out one where you feel the need to cut hit points.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4527613, member: 40093"] This is good advice and I found it revealing that my own group has a tendency do do this. We use fuzzy pipe cleaner rings hooked on top of a mini, but sometimes 3-4 pile up on top of the same mini and it just gets silly. I think bloodied markers are helpful guidance for who the leaders need to heal/buff and which monsters the strikers need to finish off. But other stuff like quarries/curses/etc may just be unnecessary. Yes, exactly. Some of the best sessions I've DMed, worked because I was able to keep my energy level high. When the DM acts interested and keeps things moving, the players pick up on it and it forms a kind of positive feedback loop that can really help a session turn from good to great. Right. I think that this is particularly effective with solo monsters (and to some extent, elites). It's easy for many of them to get locked down and turn the battle into a drawn out, static roll-off. I've found myself occasionally trimming their HP, but I think a change in tactics can be equally effective. Turn solo/elite monsters' high defenses and HP to your advantage and make them into rampaging juggernauts that move wherever they want on the battlefield, heedless of their personal safety. Make sure everyone on the battlefield is afraid of them. If it means that they die 10-25% quicker because of the extra attacks they're drawing, that's really okay. Try to have an exciting, dynamic battle that ends on a high note, rather than a long, drawn out one where you feel the need to cut hit points. [/QUOTE]
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