Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jmartkdr2" data-source="post: 8652773" data-attributes="member: 7017304"><p>1. Don't try to make the combat minigame <em>challenging</em>. You can make it risky but you can't make it all about player decisions in combat. Either everything is super-deadly and initiative is the most important thing, or your fights are easy. But it won't be challenging as a game. Roleplay is not affected (and possibly enhanced as you can have a lower ration of fights per play time)</p><p></p><p>2. Every fight should be a set-piece. Not trash mobs unless the point is to giggle as the party totally wrecks a trash mob. If you want excitement, start at deadly and work your way up, but don't go for challenge, go for risk, but not too much unless all fights are optional.</p><p></p><p>3. You can introduce challenge in the sense of <em>picking fights </em>- ie all fights are risky but those risks can be managed via choosing who to fight and how to approach - going for surprise or going around the enemy should nearly always be an option, even if those present new, different risks.</p><p></p><p>4. Certain classes are now just weaker. Warlocks and monks especially. Certain classes are stronger, paladins and sorcerers especially because they have features that make it easy to spend more resources per round. Sorcadins are potentially broken. If "picking your battles" is moved to a core part of gameplay, stealthy characters are better, which means rapier paladins instead of knights in shining armor.</p><p></p><p>Note that there is a style of play where these things are not at all problems, even without using point 3: when you want power fantasy more than you want challenge. (Isekai's continuing popularity means there's definitely and audience for this.) You might want some houserules/special magic items to shore up classes designed for endurance to make sure they don't get left behind, but frankly the best answers are going to be very table-dependent.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8652773, member: 7017304"] 1. Don't try to make the combat minigame [I]challenging[/I]. You can make it risky but you can't make it all about player decisions in combat. Either everything is super-deadly and initiative is the most important thing, or your fights are easy. But it won't be challenging as a game. Roleplay is not affected (and possibly enhanced as you can have a lower ration of fights per play time) 2. Every fight should be a set-piece. Not trash mobs unless the point is to giggle as the party totally wrecks a trash mob. If you want excitement, start at deadly and work your way up, but don't go for challenge, go for risk, but not too much unless all fights are optional. 3. You can introduce challenge in the sense of [I]picking fights [/I]- ie all fights are risky but those risks can be managed via choosing who to fight and how to approach - going for surprise or going around the enemy should nearly always be an option, even if those present new, different risks. 4. Certain classes are now just weaker. Warlocks and monks especially. Certain classes are stronger, paladins and sorcerers especially because they have features that make it easy to spend more resources per round. Sorcadins are potentially broken. If "picking your battles" is moved to a core part of gameplay, stealthy characters are better, which means rapier paladins instead of knights in shining armor. Note that there is a style of play where these things are not at all problems, even without using point 3: when you want power fantasy more than you want challenge. (Isekai's continuing popularity means there's definitely and audience for this.) You might want some houserules/special magic items to shore up classes designed for endurance to make sure they don't get left behind, but frankly the best answers are going to be very table-dependent. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
Top