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*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
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<blockquote data-quote="TheSword" data-source="post: 8652861" data-attributes="member: 6879661"><p>That makes sense. You need to assume the response to every combat will be a full unloading of both barrels because you’ve explicitly confirmed to the players that they will only have one challenge per day. That takes a bit of the tactical decision making out but it’s still possible to keep things interesting without just upping difficulty. I do think just upping difficulty (I.e monster volume and CR) still leads to the consequences I mentioned above.</p><p></p><p>So if you are wanting to design encounters in anticipation that the players will respond with a nova, without just upping the CR of the foes I guess my suggestions would be:</p><p></p><ul> <li data-xf-list-type="ul">Use wave attacks, to prevent higher level multi target control spells dominating.</li> <li data-xf-list-type="ul">Use transformative creatures (with phases) similar to Theros’ mythic creature (they don’t have to be that powerful though). A hunter who turns to a werewolf at zero Hp could be just as interesting. Run it as two separate CR encounters just roll it into one.</li> <li data-xf-list-type="ul">Don’t allow players to prepare/prebuff as a matter of course</li> <li data-xf-list-type="ul">Make combats include a range of creature types. Five dire wolves isn’t as interesting as three dire wolves ridden by goblins with a goblin shaman riding a winter wolf.</li> <li data-xf-list-type="ul">Include enemy spell casters and enemy spell like abilities more often.</li> </ul><p>Consider making combat dangerous in other ways than just boosting difficulty and hit point loss. HP is a soak system that is less effective in single combat days. Suggestions would include…</p><ul> <li data-xf-list-type="ul">Bring in a critical hit deck* to make combat less predictable without just upping the hp and difficulty of the monsters.</li> <li data-xf-list-type="ul">Use ability damage (rare in 5e but it does exist in creatures like Intellect Devourers) it could easily be home brewed to other effects.</li> <li data-xf-list-type="ul">Have combat consequences that threaten other assets than the PCs</li> <li data-xf-list-type="ul">Have combat consequences that result in other consequences than death - capture, humiliation, loss of prestige.</li> <li data-xf-list-type="ul">Consider an alternative long rest mechanic like in AIME where long rests only happen in safe places.</li> </ul><p>The challenge with Nova is that you can pretty much guess what PCs will do in every combat. Their best stuff. I think you will need to work harder to get them to think outside the box and flex some different muscles.</p><p></p><p>Hope that’s more what you meant?</p><p></p><p>*I really like this critical hit deck and their separate version for PCs. <a href="https://nordgamesllc.com/product/critical-hit-deck-gm/" target="_blank">Nord Games - GM Critical Hit Deck</a></p></blockquote><p></p>
[QUOTE="TheSword, post: 8652861, member: 6879661"] That makes sense. You need to assume the response to every combat will be a full unloading of both barrels because you’ve explicitly confirmed to the players that they will only have one challenge per day. That takes a bit of the tactical decision making out but it’s still possible to keep things interesting without just upping difficulty. I do think just upping difficulty (I.e monster volume and CR) still leads to the consequences I mentioned above. So if you are wanting to design encounters in anticipation that the players will respond with a nova, without just upping the CR of the foes I guess my suggestions would be: [LIST] [*]Use wave attacks, to prevent higher level multi target control spells dominating. [*]Use transformative creatures (with phases) similar to Theros’ mythic creature (they don’t have to be that powerful though). A hunter who turns to a werewolf at zero Hp could be just as interesting. Run it as two separate CR encounters just roll it into one. [*]Don’t allow players to prepare/prebuff as a matter of course [*]Make combats include a range of creature types. Five dire wolves isn’t as interesting as three dire wolves ridden by goblins with a goblin shaman riding a winter wolf. [*]Include enemy spell casters and enemy spell like abilities more often. [/LIST] Consider making combat dangerous in other ways than just boosting difficulty and hit point loss. HP is a soak system that is less effective in single combat days. Suggestions would include… [LIST] [*]Bring in a critical hit deck* to make combat less predictable without just upping the hp and difficulty of the monsters. [*]Use ability damage (rare in 5e but it does exist in creatures like Intellect Devourers) it could easily be home brewed to other effects. [*]Have combat consequences that threaten other assets than the PCs [*]Have combat consequences that result in other consequences than death - capture, humiliation, loss of prestige. [*]Consider an alternative long rest mechanic like in AIME where long rests only happen in safe places. [/LIST] The challenge with Nova is that you can pretty much guess what PCs will do in every combat. Their best stuff. I think you will need to work harder to get them to think outside the box and flex some different muscles. Hope that’s more what you meant? *I really like this critical hit deck and their separate version for PCs. [URL='https://nordgamesllc.com/product/critical-hit-deck-gm/']Nord Games - GM Critical Hit Deck[/URL] [/QUOTE]
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