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*TTRPGs General
DMs: Managing your (4e) combats
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<blockquote data-quote="Thasmodious" data-source="post: 4528206" data-attributes="member: 63272"><p>You know, this might not be a bad idea at all. I wouldn't set hard and fast rules for this so as not to make the "reset" a tactical consideration for the PCs, but when the DM feels the slog is on, having encounters refresh could be just the thing to ramp up the encounter toward the end game. The slog would be more common against solos, I think. I haven't had many multi-creature combats turn into slogs. </p><p></p><p>One of the reasons, I think, is that I love to employ varied terrain and hazards. If the battlefield stays interesting, there are always options outside of just at-will repetition. The advice here to use the monsters to keep the combat moving is excellent. Its hard to say its a boring fight, even in the 15th round, if people are still moving and shifting all over the place trying to fight for control of strategic areas or force choke points or whatever. </p><p></p><p>Solos have a much better chance of going the slugfest route, and of becoming more static. Why would a single monster run from PC to PC in general, if the defender is holding the monster static, it will likely stay that way. Recharging encounters could be a decent solution to the game and isn't a thing that will affect the characters long term, all it does is hasten the end. If the PCs are in a desperate fight for their lives, it is unlikely that the combat is getting a bit boring. The recharge could mostly help with hastening the end a couple rounds. </p><p></p><p>I also agree with the poster cautioning about too much battlemap marking, its been slowing things down in my game, in addition to looking sloppy. We've been using these colored rings that came with an old Blood Bowl set that fit over small mini bases to hand on the minis. I'm liking the idea of marking up poker chips or something with conditions and just tossing them out to the player rather than putting them on the board.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4528206, member: 63272"] You know, this might not be a bad idea at all. I wouldn't set hard and fast rules for this so as not to make the "reset" a tactical consideration for the PCs, but when the DM feels the slog is on, having encounters refresh could be just the thing to ramp up the encounter toward the end game. The slog would be more common against solos, I think. I haven't had many multi-creature combats turn into slogs. One of the reasons, I think, is that I love to employ varied terrain and hazards. If the battlefield stays interesting, there are always options outside of just at-will repetition. The advice here to use the monsters to keep the combat moving is excellent. Its hard to say its a boring fight, even in the 15th round, if people are still moving and shifting all over the place trying to fight for control of strategic areas or force choke points or whatever. Solos have a much better chance of going the slugfest route, and of becoming more static. Why would a single monster run from PC to PC in general, if the defender is holding the monster static, it will likely stay that way. Recharging encounters could be a decent solution to the game and isn't a thing that will affect the characters long term, all it does is hasten the end. If the PCs are in a desperate fight for their lives, it is unlikely that the combat is getting a bit boring. The recharge could mostly help with hastening the end a couple rounds. I also agree with the poster cautioning about too much battlemap marking, its been slowing things down in my game, in addition to looking sloppy. We've been using these colored rings that came with an old Blood Bowl set that fit over small mini bases to hand on the minis. I'm liking the idea of marking up poker chips or something with conditions and just tossing them out to the player rather than putting them on the board. [/QUOTE]
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