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DMs not playing by the rules (Forked Thread: What are the no-goes for you?)
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<blockquote data-quote="ggroy" data-source="post: 4857737" data-attributes="member: 83805"><p>In my legitimate 3.5E games, I only did defense rolls for the monsters when they were attacked. The players were largely not interested in rolling any defense rolls every time they got hit. I was fine with this arrangement.</p><p></p><p>With just the monsters doing defense rolls, it didn't slow things down anymore than usual. Without sounding silly, I did roll a lot of low numbers for the badguy's defense rolls, which made my players very happy. So some players were able to hit a badguy with a total attack roll of 6 or 7 sometimes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I suppose one way to really weaken the monsters and to make the encounters really speed up, is to do a defense roll and only use the defense roll if it is lower than the monster's static AC. Occasionally I did resort to this in my legitimate 3.5E games, if I felt the players were being slaughtered too quickly than I anticipated.</p><p></p><p>In my 1E AD&D games which used the "defense roll" mechanic for both the badguys and players, it didn't slow things down anymore than usual. Doing defense rolls for both sides took a lot less time than having to look up the combat tables, AC adjustments to weapons, etc ...</p><p></p><p></p><p></p><p>For the monsters, I dropped the hit points and instead used a condition bar system with health states:</p><p></p><p>- not-hit</p><p>- bruised</p><p>- wounded</p><p>- bloodied</p><p>- dying</p><p>- dead</p><p></p><p>where each state had 1 to 5 ticks, depending on the monster's constitution.</p><p></p><p>For the combat, a player hitting a monster with:</p><p></p><p>- a d20 roll of 10-15 would knock down one of the ticks</p><p>- a d20 roll of 15-19 would knock down the health state by one</p><p>- a critical would knock down the health state by two, and any additional damage</p><p></p><p></p><p>So two critical hits on a monster starting in a not-hit health state, would knock down its health state into "dying". All it would take is another d20 roll of 15-19 to send it into a dead health state. </p><p></p><p>Even without rolling a crit, if the player did roll a high amount of damage, sometimes I would shift the health state down even further accordingly. For example, if the player had a d20 roll of 10-15 but also rolled a very high damage, I would bring down the health state by one instead of just one tick. If the damage was truly extraordinary, I would bring the health state down even more, or even just straight to dead.</p><p></p><p>The ticks in each health state were easy to keep track of. For example, a "3 tick" monster starting from a not-hit health state would have to be hit consecutively 4 times with d20 rolls of 10-15, to be knocked down to a wounded health state. </p><p></p><p>I essentially was keeping track of each monster's health with vertical slash tallies, one tally for the ticks and a second tally for the health state.</p><p></p><p><a href="http://en.wikipedia.org/wiki/Tally_marks" target="_blank">Tally marks - Wikipedia, the free encyclopedia</a></p></blockquote><p></p>
[QUOTE="ggroy, post: 4857737, member: 83805"] In my legitimate 3.5E games, I only did defense rolls for the monsters when they were attacked. The players were largely not interested in rolling any defense rolls every time they got hit. I was fine with this arrangement. With just the monsters doing defense rolls, it didn't slow things down anymore than usual. Without sounding silly, I did roll a lot of low numbers for the badguy's defense rolls, which made my players very happy. So some players were able to hit a badguy with a total attack roll of 6 or 7 sometimes. :) I suppose one way to really weaken the monsters and to make the encounters really speed up, is to do a defense roll and only use the defense roll if it is lower than the monster's static AC. Occasionally I did resort to this in my legitimate 3.5E games, if I felt the players were being slaughtered too quickly than I anticipated. In my 1E AD&D games which used the "defense roll" mechanic for both the badguys and players, it didn't slow things down anymore than usual. Doing defense rolls for both sides took a lot less time than having to look up the combat tables, AC adjustments to weapons, etc ... For the monsters, I dropped the hit points and instead used a condition bar system with health states: - not-hit - bruised - wounded - bloodied - dying - dead where each state had 1 to 5 ticks, depending on the monster's constitution. For the combat, a player hitting a monster with: - a d20 roll of 10-15 would knock down one of the ticks - a d20 roll of 15-19 would knock down the health state by one - a critical would knock down the health state by two, and any additional damage So two critical hits on a monster starting in a not-hit health state, would knock down its health state into "dying". All it would take is another d20 roll of 15-19 to send it into a dead health state. Even without rolling a crit, if the player did roll a high amount of damage, sometimes I would shift the health state down even further accordingly. For example, if the player had a d20 roll of 10-15 but also rolled a very high damage, I would bring down the health state by one instead of just one tick. If the damage was truly extraordinary, I would bring the health state down even more, or even just straight to dead. The ticks in each health state were easy to keep track of. For example, a "3 tick" monster starting from a not-hit health state would have to be hit consecutively 4 times with d20 rolls of 10-15, to be knocked down to a wounded health state. I essentially was keeping track of each monster's health with vertical slash tallies, one tally for the ticks and a second tally for the health state. [URL="http://en.wikipedia.org/wiki/Tally_marks"]Tally marks - Wikipedia, the free encyclopedia[/URL] [/QUOTE]
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